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; }