// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] float3 Color : COLOR0; [[vk::location(3)]] float3 Normal : NORMAL0; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float3 ViewPos : POSITION1; [[vk::location(3)]] float3 WorldPos : POSITION0; [[vk::location(4)]] float2 UV : TEXCOORD0; }; struct PushConsts { float4 position; uint cascadeIndex; }; [[vk::push_constant]] PushConsts pushConsts; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Color = input.Color; output.Normal = input.Normal; output.UV = input.UV; float3 pos = input.Pos + pushConsts.position.xyz; output.WorldPos = pos; output.ViewPos = mul(ubo.view, float4(pos.xyz, 1.0)).xyz; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(pos.xyz, 1.0)))); return output; }