// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float4 Pos : POSITION0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float3 Normal : NORMAL0; }; struct UBO { float4x4 projection; float4x4 model; float4x4 view; }; 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)]] float3 WorldPos : POSITION0; [[vk::location(3)]] float3 Tangent : TEXCOORD1; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos))); // Vertex position in world space output.WorldPos = mul(ubo.model, input.Pos).xyz; // GL to Vulkan coord space output.WorldPos.y = -output.WorldPos.y; // Normal in world space output.Normal = mul((float3x3)ubo.model, normalize(input.Normal)); // Currently just vertex color output.Color = input.Color; return output; }