// Copyright 2020 Google LLC struct UBO { float4x4 projection; float4x4 model; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 UV : TEXCOORD0; }; VSOutput main(uint VertexIndex : SV_VertexID) { VSOutput output = (VSOutput)0; output.UV = float3((VertexIndex << 1) & 2, VertexIndex & 2, 0.0); output.Pos = float4(output.UV.xy * 2.0f - 1.0f, 0.0f, 1.0f); return output; }