// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 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; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float3 EyePos : POSITION0; [[vk::location(3)]] float3 LightVec : TEXCOORD2; [[vk::location(4)]] float3 WorldPos : POSITION1; [[vk::location(5)]] float3 LightPos : POSITION2; }; 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)))); output.EyePos = mul(ubo.model, float4(input.Pos, 1.0f)).xyz; output.LightVec = normalize(ubo.lightPos.xyz - input.Pos.xyz); output.WorldPos = input.Pos; output.LightPos = ubo.lightPos.xyz; return output; }