// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] float3 Normal : NORMAL0; [[vk::location(3)]] float3 Tangent : TEXCOORD1; [[vk::location(4)]] float3 BiTangent : TEXCOORD2; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; float4 lightPos; float4 cameraPos; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] float3 TangentLightPos : TEXCOORD1; [[vk::location(2)]] float3 TangentViewPos : TEXCOORD2; [[vk::location(3)]] float3 TangentFragPos : TEXCOORD3; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos, 1.0f)))); output.TangentFragPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz; output.UV = input.UV; float3 T = normalize(mul((float3x3)ubo.model, input.Tangent)); float3 B = normalize(mul((float3x3)ubo.model, input.BiTangent)); float3 N = normalize(mul((float3x3)ubo.model, input.Normal)); float3x3 TBN = transpose(float3x3(T, B, N)); output.TangentLightPos = mul(TBN, ubo.lightPos.xyz); output.TangentViewPos = mul(TBN, ubo.cameraPos.xyz); output.TangentFragPos = mul(TBN, output.TangentFragPos); return output; }