// Copyright 2020 Google LLC struct PushConsts { float4 position; uint cascadeIndex; }; [[vk::push_constant]] PushConsts pushConsts; struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] uint CascadeIndex : TEXCOORD1; }; VSOutput main(uint VertexIndex : SV_VertexID) { VSOutput output = (VSOutput)0; output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2); output.CascadeIndex = pushConsts.cascadeIndex; output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f); return output; }