// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; }; [[vk::constant_id(0)]] const int type = 0; struct UBO { float4x4 projection; float4x4 modelview; float4x4 inverseModelview; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 UVW : TEXCOORD0; [[vk::location(1)]] float3 WorldPos : POSITION0; [[vk::location(2)]] float3 Normal : NORMAL0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.UVW = input.Pos; switch(type) { case 0: // Skybox output.WorldPos = mul((float4x3)ubo.modelview, input.Pos).xyz; output.Pos = mul(ubo.projection, float4(output.WorldPos, 1.0)); break; case 1: // Object output.WorldPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz; output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0))); break; } output.WorldPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz; output.Normal = mul((float4x3)ubo.modelview, input.Normal).xyz; float3 lightPos = float3(0.0f, -5.0f, 5.0f); output.LightVec = lightPos.xyz - output.WorldPos.xyz; output.ViewVec = -output.WorldPos.xyz; return output; }