// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] float3 Normal : NORMAL0; }; struct UBO { float4x4 projection; float4x4 model; float4 viewPos; float depth; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 UV : TEXCOORD0; [[vk::location(1)]] float LodBias : TEXCOORD3; [[vk::location(2)]] float3 Normal : NORMAL0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.UV = float3(input.UV, ubo.depth); float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz; output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0))); float4 pos = mul(ubo.model, float4(input.Pos, 1.0)); output.Normal = mul((float3x3)ubo.model, input.Normal); float3 lightPos = float3(0.0, 0.0, 0.0); float3 lPos = mul((float3x3)ubo.model, lightPos.xyz); output.LightVec = lPos - pos.xyz; output.ViewVec = ubo.viewPos.xyz - pos.xyz; return output; }