// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float4 Pos : POSITION0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] float3 Color : COLOR0; [[vk::location(3)]] float3 Normal : NORMAL0; }; struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] float3 Color : COLOR0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; cbuffer UBO : register(b0) { float4x4 projection; float4x4 view; float4x4 model; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Normal = input.Normal; output.Color = input.Color; output.UV = input.UV; output.Pos = mul(projection, mul(view, mul(model, input.Pos))); float3 lightPos = float3(-5.0, -5.0, 0.0); float4 pos = mul(view, mul(model, input.Pos)); output.Normal = mul((float4x3)mul(view, model), input.Normal).xyz; output.LightVec = lightPos - pos.xyz; output.ViewVec = -pos.xyz; return output; }