// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float4 Pos : POSITION0; [[vk::location(2)]] float3 Color : COLOR0; [[vk::location(3)]] float3 Normal : NORMAL0; }; struct UBO { float4x4 projection; float4x4 model; float gradientPos; }; 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; [[vk::location(4)]] float2 UV : TEXCOORD0; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Normal = input.Normal; output.Color = input.Color; output.UV = float2(ubo.gradientPos, 0.0); output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos)); output.EyePos = mul(ubo.model, input.Pos).xyz; float4 lightPos = float4(0.0, 0.0, -5.0, 1.0);// * ubo.model; output.LightVec = normalize(lightPos.xyz - input.Pos.xyz); return output; }