// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Color : COLOR0; }; struct UboView { float4x4 projection; float4x4 view; }; cbuffer uboView : register(b0) { UboView uboView; }; struct UboInstance { float4x4 model; }; cbuffer uboInstance : register(b1) { UboInstance uboInstance; }; struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Color : COLOR0; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Color = input.Color; float4x4 modelView = mul(uboView.view, uboInstance.model); float3 worldPos = mul(modelView, float4(input.Pos, 1.0)).xyz; output.Pos = mul(uboView.projection, mul(modelView, float4(input.Pos.xyz, 1.0))); return output; }