// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float2 UV : TEXCOORD0; [[vk::location(3)]] float3 Color : COLOR0; }; struct UBOScene { float4x4 projection; float4x4 view; }; cbuffer uboCamera : register(b0) { UBOScene uboCamera; }; struct UBOModel { float4x4 local; }; cbuffer uboModel : register(b1) { UBOModel uboModel; }; struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float2 UV : TEXCOORD0; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Normal = input.Normal; output.Color = input.Color; output.UV = input.UV; output.Pos = mul(uboCamera.projection, mul(uboCamera.view, mul(uboModel.local, float4(input.Pos.xyz, 1.0)))); return output; }