// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float2 UV : TEXCOORD0; [[vk::location(3)]] float3 Color : COLOR0; [[vk::location(4)]] float4 BoneWeights : TEXCOORD1; [[vk::location(5)]] int4 BoneIDs : TEXCOORD2; }; #define MAX_BONES 64 struct UBO { float4x4 projection; float4x4 view; float4x4 model; float4x4 bones[MAX_BONES]; float4 lightPos; float4 viewPos; }; 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)]] float2 UV : TEXCOORD0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; float4x4 boneTransform = ubo.bones[input.BoneIDs[0]] * input.BoneWeights[0]; boneTransform += ubo.bones[input.BoneIDs[1]] * input.BoneWeights[1]; boneTransform += ubo.bones[input.BoneIDs[2]] * input.BoneWeights[2]; boneTransform += ubo.bones[input.BoneIDs[3]] * input.BoneWeights[3]; output.Color = input.Color; output.UV = input.UV; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, mul(boneTransform, float4(input.Pos.xyz, 1.0))))); float4 pos = mul(ubo.model, float4(input.Pos, 1.0)); output.Normal = mul((float3x3)mul(ubo.model, boneTransform), input.Normal); output.LightVec = ubo.lightPos.xyz - pos.xyz; output.ViewVec = ubo.viewPos.xyz - pos.xyz; return output; }