// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(3)]] float3 Normal : NORMAL0; }; struct UBO { float4x4 projection; float4x4 model; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 UV : TEXCOORD0; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.UV = float3(input.UV.xy, input.Normal.z); output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0))); return output; }