// 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 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 UBO { float4x4 projection[2]; float4x4 modelview[2]; float4 lightPos; }; cbuffer ubo : register(b0) { UBO ubo; } VSOutput main(VSInput input, uint ViewIndex : SV_ViewID) { VSOutput output = (VSOutput)0; output.Color = input.Color; output.Normal = mul((float3x3)ubo.modelview[ViewIndex], input.Normal); float4 pos = float4(input.Pos.xyz, 1.0); float4 worldPos = mul(ubo.modelview[ViewIndex], pos); float3 lPos = mul(ubo.modelview[ViewIndex], ubo.lightPos).xyz; output.LightVec = lPos - worldPos.xyz; output.ViewVec = -worldPos.xyz; output.Pos = mul(ubo.projection[ViewIndex], worldPos); return output; }