// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float4 Pos : POSITION0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float3 Normal : NORMAL0; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; float4 lightPos; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; float ClipDistance : SV_ClipDistance0; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float3 EyePos : POSITION0; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Normal = input.Normal; output.Color = input.Color; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos))); output.EyePos = mul(ubo.view, mul(ubo.model, input.Pos)).xyz; output.LightVec = normalize(ubo.lightPos.xyz - output.EyePos); // Clip against reflection plane float4 clipPlane = float4(0.0, -1.0, 0.0, 1.5); output.ClipDistance = dot(input.Pos, clipPlane); return output; }