// Copyright 2020 Google LLC struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float4 WorldPos : POSITION0; [[vk::location(1)]] float3 LightPos : POSITION1; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; float4 lightPos; }; cbuffer ubo : register(b0) { UBO ubo; } struct PushConsts { float4x4 view; }; [[vk::push_constant]] PushConsts pushConsts; VSOutput main([[vk::location(0)]] float3 Pos : POSITION0) { VSOutput output = (VSOutput)0; output.Pos = mul(ubo.projection, mul(pushConsts.view, mul(ubo.model, float4(Pos, 1.0)))); output.WorldPos = float4(Pos, 1.0); output.LightPos = ubo.lightPos.xyz; return output; }