// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float2 UV : TEXCOORD0; [[vk::location(3)]] float3 Color : COLOR0; // Instanced attributes [[vk::location(4)]] float3 instancePos : POSITION1; [[vk::location(5)]] float3 instanceRot : TEXCOORD1; [[vk::location(6)]] float instanceScale : TEXCOORD2; [[vk::location(7)]] int instanceTexIndex : TEXCOORD3; }; struct UBO { float4x4 projection; float4x4 modelview; float4 lightPos; float locSpeed; float globSpeed; }; 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 UV : TEXCOORD0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Color = input.Color; output.UV = float3(input.UV, input.instanceTexIndex); // rotate around x float s = sin(input.instanceRot.x + ubo.locSpeed); float c = cos(input.instanceRot.x + ubo.locSpeed); float3x3 mx = { c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0 }; // rotate around y s = sin(input.instanceRot.y + ubo.locSpeed); c = cos(input.instanceRot.y + ubo.locSpeed); float3x3 my = { c, 0.0, -s, 0.0, 1.0, 0.0, s, 0.0, c }; // rot around z s = sin(input.instanceRot.z + ubo.locSpeed); c = cos(input.instanceRot.z + ubo.locSpeed); float3x3 mz = { 1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c }; float3x3 rotMat = mul(mz, mul(my, mx)); float4x4 gRotMat; s = sin(input.instanceRot.y + ubo.globSpeed); c = cos(input.instanceRot.y + ubo.globSpeed); gRotMat[0] = float4(c, 0.0, -s, 0.0); gRotMat[1] = float4(0.0, 1.0, 0.0, 0.0); gRotMat[2] = float4(s, 0.0, c, 0.0); gRotMat[3] = float4(0.0, 0.0, 0.0, 1.0); float4 locPos = float4(mul(rotMat, input.Pos.xyz), 1.0); float4 pos = float4((locPos.xyz * input.instanceScale) + input.instancePos, 1.0); output.Pos = mul(ubo.projection, mul(ubo.modelview, mul(gRotMat, pos))); output.Normal = mul((float3x3)mul(ubo.modelview, gRotMat), mul(rotMat, input.Normal)); pos = mul(ubo.modelview, float4(input.Pos.xyz + input.instancePos, 1.0)); float3 lPos = mul((float3x3)ubo.modelview, ubo.lightPos.xyz); output.LightVec = lPos - pos.xyz; output.ViewVec = -pos.xyz; return output; }