// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float4 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float3 Color : COLOR0; }; struct UBO { float4x4 projection; float4x4 model; float4x4 normal; float4x4 view; int texIndex; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Color : COLOR0; [[vk::location(1)]] float3 EyePos : POSITION0; [[vk::location(2)]] float3 Normal : NORMAL0; [[vk::location(3)]] int TexIndex : TEXCOORD1; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Color = input.Color; float4x4 modelView = mul(ubo.view, ubo.model); output.EyePos = normalize( mul(modelView, input.Pos ).xyz ); output.TexIndex = ubo.texIndex; output.Normal = normalize( mul((float3x3)ubo.normal, input.Normal) ); float3 r = reflect( output.EyePos, output.Normal ); float m = 2.0 * sqrt( pow(r.x, 2.0) + pow(r.y, 2.0) + pow(r.z + 1.0, 2.0)); output.Pos = mul(ubo.projection, mul(modelView, input.Pos)); return output; }