// 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; [[vk::location(4)]] float3 Tangent : TEXCOORD1; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; float4 instancePos[3]; }; cbuffer ubo : register(b0) { UBO ubo; } 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 WorldPos : POSITION0; [[vk::location(4)]] float3 Tangent : TEXCOORD1; }; VSOutput main(VSInput input, uint InstanceIndex : SV_InstanceID) { VSOutput output = (VSOutput)0; float4 tmpPos = input.Pos + ubo.instancePos[InstanceIndex]; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, tmpPos))); output.UV = input.UV; // Vertex position in world space output.WorldPos = mul(ubo.model, tmpPos).xyz; // Normal in world space output.Normal = normalize(input.Normal); output.Tangent = normalize(input.Tangent); // Currently just vertex color output.Color = input.Color; return output; }