// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]]float3 Pos : POSITION0; [[vk::location(2)]]float3 Normal : NORMAL0; }; struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 ViewVec : TEXCOORD0; [[vk::location(2)]] float3 LightVec : TEXCOORD1; }; struct UBO { float4x4 projection; float4x4 modelview; float4 lightPos; }; cbuffer ubo : register(b0) { UBO ubo; }; VSOutput main (VSInput input) { VSOutput output = (VSOutput)0; float4 eyePos = mul(ubo.modelview, float4(input.Pos.x, input.Pos.y, input.Pos.z, 1.0)); output.Pos = mul(ubo.projection, eyePos); float4 pos = float4(input.Pos, 1.0); float3 lPos = ubo.lightPos.xyz; output.LightVec = lPos - pos.xyz; output.ViewVec = -pos.xyz; output.Normal = input.Normal; return output; }