// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float2 UV : TEXCOORD0; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; float4 lightPos; float4 viewPos; float2 uvOffset; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float3 ViewVec : TEXCOORD1; [[vk::location(3)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.UV = input.UV + ubo.uvOffset; float4 pos = float4(input.Pos, 1.0); output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, pos))); output.Normal = mul((float3x3)ubo.model, input.Normal); output.LightVec = ubo.lightPos.xyz - pos.xyz; output.ViewVec = ubo.viewPos.xyz - pos.xyz; return output; }