// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float4 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float2 TexCoord : TEXCOORD0; [[vk::location(3)]] float3 Color : COLOR0; }; struct UBO { float4x4 projection; float4x4 model; float4x4 normal; float4x4 view; float3 lightpos; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float3 Color : COLOR0; [[vk::location(3)]] float3 EyePos : POSITION0; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.UV = input.TexCoord.xy; output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal)); output.Color = input.Color; float4x4 modelView = mul(ubo.view, ubo.model); float4 pos = mul(modelView, input.Pos); output.Pos = mul(ubo.projection, pos); output.EyePos = mul(modelView, pos).xyz; float4 lightPos = mul(modelView, float4(ubo.lightpos, 1.0)); output.LightVec = normalize(lightPos.xyz - output.EyePos); return output; }