struct VSInput
{
[[vk::location(0)]] float3 Position : POSITION0;
[[vk::location(1)]] float3 Color : COLOR0;
};

struct UBO
{
	float4x4 projectionMatrix;
	float4x4 modelMatrix;
	float4x4 viewMatrix;
};

cbuffer ubo : register(b0, space0) { UBO ubo; }

struct VSOutput
{
	float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
};

VSOutput main(VSInput input, uint VertexIndex : SV_VertexID)
{
	VSOutput output = (VSOutput)0;
	output.Color = input.Color * float(VertexIndex);
	output.Pos = mul(ubo.projectionMatrix, mul(ubo.viewMatrix, mul(ubo.modelMatrix, float4(input.Position.xyz, 1.0))));
	return output;
}