// Copyright 2020 Google LLC TextureCubeArray textureCubeMapArray : register(t1); SamplerState samplerCubeMapArray : register(s1); struct UBO { float4x4 projection; float4x4 model; float4x4 invModel; float lodBias; int cubeMapIndex; }; cbuffer ubo : register(b0) { UBO ubo; } float4 main([[vk::location(0)]] float3 inUVW : TEXCOORD0) : SV_TARGET { return textureCubeMapArray.SampleLevel(samplerCubeMapArray, float4(inUVW, ubo.cubeMapIndex), ubo.lodBias); }