// Copyright 2020 Google LLC // Copyright 2023 Sascha Willems struct UBO { float4x4 projection; float4x4 model; float4x4 normal; float4x4 view; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 UVW : TEXCOORD0; }; VSOutput main([[vk::location(0)]] float3 Pos : POSITION0) { VSOutput output = (VSOutput)0; // Remove translation from view matrix float4x4 viewMat = ubo.view; viewMat[0][3] = 0.0; viewMat[1][3] = 0.0; viewMat[2][3] = 0.0; output.UVW = Pos; output.Pos = mul(ubo.projection, mul(viewMat, mul(ubo.model, float4(Pos.xyz, 1.0)))); return output; }