// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; float3 camPos; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 WorldPos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; }; struct PushConsts { float3 objPos; }; [[vk::push_constant]] PushConsts pushConsts; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; float3 locPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz; output.WorldPos = locPos + pushConsts.objPos; output.Normal = mul((float3x3)ubo.model, input.Normal); output.Pos = mul(ubo.projection, mul(ubo.view, float4(output.WorldPos, 1.0))); return output; }