// Copyright 2020 Google LLC // Copyright 2023 Sascha Willems struct VSInput { [[vk::location(0)]] float4 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float3 Color : COLOR0; }; struct UBO { float4x4 projection; float4x4 view; float4 lightpos; float4x4 model[3]; }; 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 EyePos : POSITION0; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input, uint InstanceIndex : SV_InstanceID) { VSOutput output = (VSOutput)0; output.Normal = normalize(mul((float3x3)transpose(ubo.model[InstanceIndex]), input.Normal).xyz); output.Color = input.Color; float4x4 modelView = mul(ubo.view, ubo.model[InstanceIndex]); float4 pos = mul(modelView, input.Pos); output.EyePos = mul(modelView, pos).xyz; float4 lightPos = mul(float4(ubo.lightpos.xyz, 1.0), modelView); output.LightVec = normalize(lightPos.xyz - output.EyePos); output.Pos = mul(ubo.projection, pos); return output; }