// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] float3 Color : COLOR0; [[vk::location(3)]] float3 Normal : NORMAL0; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; float4x4 lightSpace; float4 lightPos; float zNear; float zFar; }; 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; [[vk::location(4)]] float4 ShadowCoord : TEXCOORD3; }; static const float4x4 biasMat = float4x4( 0.5, 0.0, 0.0, 0.5, 0.0, 0.5, 0.0, 0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ); VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Color = input.Color; output.Normal = input.Normal; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0)))); float4 pos = mul(ubo.model, float4(input.Pos, 1.0)); output.Normal = mul((float3x3)ubo.model, input.Normal); output.LightVec = normalize(ubo.lightPos.xyz - input.Pos); output.ViewVec = -pos.xyz; output.ShadowCoord = mul(biasMat, mul(ubo.lightSpace, mul(ubo.model, float4(input.Pos, 1.0)))); return output; }