struct Uniforms { float4x4 model; float4x4 view_proj; float4x4 normal_mat; }; cbuffer uniforms_CB : register(b0, space0) { Uniforms uniforms; }; struct _transform_Input { float3 position : TEXCOORD0; float3 normal : TEXCOORD1; float2 uv : TEXCOORD2; }; struct _transform_Output { float4 position : SV_Position; float2 uv : TEXCOORD0; float3 normal : TEXCOORD1; }; _transform_Output transform(_transform_Input input) { _transform_Output __luma_output; float3 pos = input.position; float4 world_pos = mul(uniforms.model, float4(pos, 1.0)); float4 clip_pos = mul(uniforms.view_proj, world_pos); __luma_output.position = clip_pos; __luma_output.uv = input.uv; __luma_output.normal = normalize(mul(uniforms.normal_mat, float4(input.normal, 0.0)).xyz); return __luma_output; }