// 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 UBO { float4x4 projection; float4x4 view; float4x4 model; }; cbuffer ubo : register(b0) { UBO ubo; } struct Node { float4x4 transform; }; cbuffer NodeBuf : register(b0, space1) { Node node; } struct PushConstant { float4 baseColorFactor; }; [[vk::push_constant]] PushConstant material; 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; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Normal = input.Normal; output.Color = material.baseColorFactor.rgb; float4 pos = float4(input.Pos, 1.0); output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, mul(node.transform, pos)))); output.Normal = mul((float4x3)mul(ubo.view, mul(ubo.model, node.transform)), input.Normal).xyz; float4 localpos = mul(ubo.view, mul(ubo.model, mul(node.transform, pos))); float3 lightPos = float3(10.0f, -10.0f, 10.0f); output.LightVec = lightPos.xyz - localpos.xyz; output.ViewVec = -localpos.xyz; return output; }