// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float4 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float3 Color : COLOR0; }; struct UBO { float4x4 projection; float4x4 view; float4x4 model; }; cbuffer ubo : register(b0) { UBO ubo; }; struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float3 ViewVec : TEXCOORD1; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Normal = input.Normal; output.Color = input.Color; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos))); float4 pos = mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))); output.Normal = mul((float3x3)ubo.model, input.Normal); float3 lightPos = float3(1.0f, -1.0f, 1.0f); output.LightVec = lightPos.xyz - pos.xyz; output.ViewVec = -pos.xyz; return output; }