// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float3 Color : COLOR0; }; struct UBO { float4x4 projection; float4x4 modelview; float4 lightPos; }; 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 ViewVec : TEXCOORD1; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; struct PushConsts { float3 objPos; }; [[vk::push_constant]] PushConsts pushConsts; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Normal = input.Normal; output.Color = input.Color; float3 locPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz; float3 worldPos = mul(ubo.modelview, float4(input.Pos + pushConsts.objPos, 1.0)).xyz; output.Pos = mul(ubo.projection, float4(worldPos, 1.0)); float4 pos = mul(ubo.modelview, float4(worldPos, 1.0)); output.Normal = mul((float3x3)ubo.modelview, input.Normal); output.LightVec = ubo.lightPos.xyz - pos.xyz; output.ViewVec = -pos.xyz; return output; }