// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float2 UV : TEXCOORD0; }; struct Instance { float4x4 model; float4 arrayIndex; }; struct UBO { float4x4 projection; float4x4 view; Instance instance[8]; }; 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, ubo.instance[InstanceIndex].arrayIndex.x); float4x4 modelView = mul(ubo.view, ubo.instance[InstanceIndex].model); output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos, 1.0))); return output; }