// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 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 Color : COLOR0; [[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.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos, 1.0)))); output.Color = input.Color; output.Normal = input.Normal; output.LightVec = float3(0.0f, 5.0f, 15.0f) - input.Pos; output.ViewVec = -input.Pos.xyz; return output; }