/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos : POSITION0; float2 UV; int TextureIndex; }; struct Matrices { float4x4 projection; float4x4 view; float4x4 model; }; ConstantBuffer matrices; Sampler2D textures[]; struct VSOutput { float4 Pos : SV_POSITION; int TextureIndex; float2 UV; }; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.UV = input.UV; output.TextureIndex = input.TextureIndex; output.Pos = mul(matrices.projection, mul(matrices.view, mul(matrices.model, float4(input.Pos.xyz, 1.0)))); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) : SV_TARGET { return textures[NonUniformResourceIndex(input.TextureIndex)].Sample(input.UV); }