// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float2 UV : TEXCOORD0; }; struct UBO { float4x4 projection; float4x4 modelview; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 UV : TEXCOORD0; }; VSOutput main(VSInput input, uint InstanceIndex : SV_InstanceID) { VSOutput output = (VSOutput)0; output.UV = float3(input.UV.xy, InstanceIndex); float4 tmpPos = float4(input.Pos, 1.0); tmpPos.y += InstanceIndex; tmpPos.xy *= float2(1.0/4.0, 1.0/3.0); output.Pos = mul(ubo.projection, mul(ubo.modelview, tmpPos)); return output; }