// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float3 Color : COLOR0; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; }; cbuffer ubo : register(b0) { UBO ubo; } struct PushConsts { float4 color; float4 position; }; [[vk::push_constant]] PushConsts pushConsts; struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Color : COLOR0; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Color = input.Color * pushConsts.color.rgb; float3 locPos = float3(mul(ubo.model, float4(input.Pos.xyz, 1.0)).xyz); float3 worldPos = locPos + pushConsts.position.xyz; output.Pos = mul(ubo.projection, mul(ubo.view, float4(worldPos.xyz, 1.0))); return output; }