// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float4 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float2 UV : TEXCOORD0; [[vk::location(3)]] float3 Color : COLOR0; [[vk::location(4)]] float3 instancePos : POSITION1; [[vk::location(5)]] float3 instanceRot : TEXCOORD1; [[vk::location(6)]] float instanceScale : TEXCOORD2; [[vk::location(7)]] int instanceTexIndex : TEXCOORD3; }; struct UBO { float4x4 projection; float4x4 modelview; }; 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 UV : TEXCOORD0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Color = input.Color; output.UV = float3(input.UV, input.instanceTexIndex); float4x4 mx, my, mz; // rotate around x float s = sin(input.instanceRot.x); float c = cos(input.instanceRot.x); mx[0] = float4(c, s, 0.0, 0.0); mx[1] = float4(-s, c, 0.0, 0.0); mx[2] = float4(0.0, 0.0, 1.0, 0.0); mx[3] = float4(0.0, 0.0, 0.0, 1.0); // rotate around y s = sin(input.instanceRot.y); c = cos(input.instanceRot.y); my[0] = float4(c, 0.0, s, 0.0); my[1] = float4(0.0, 1.0, 0.0, 0.0); my[2] = float4(-s, 0.0, c, 0.0); my[3] = float4(0.0, 0.0, 0.0, 1.0); // rot around z s = sin(input.instanceRot.z); c = cos(input.instanceRot.z); mz[0] = float4(1.0, 0.0, 0.0, 0.0); mz[1] = float4(0.0, c, s, 0.0); mz[2] = float4(0.0, -s, c, 0.0); mz[3] = float4(0.0, 0.0, 0.0, 1.0); float4x4 rotMat = mul(mz, mul(my, mx)); output.Normal = mul((float4x3)rotMat, input.Normal).xyz; float4 pos = mul(rotMat, float4((input.Pos.xyz * input.instanceScale) + input.instancePos, 1.0)); output.Pos = mul(ubo.projection, mul(ubo.modelview, pos)); float4 wPos = mul(ubo.modelview, float4(pos.xyz, 1.0)); float4 lPos = float4(0.0, -5.0, 0.0, 1.0); output.LightVec = lPos.xyz - pos.xyz; output.ViewVec = -pos.xyz; return output; }