/* Copyright (c) 2025, Sascha Willems
 *
 * SPDX-License-Identifier: Apache-2.0
 *
 * Licensed under the Apache License, Version 2.0 the "License";
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

[[vk::binding(1, 0)]]
Sampler2D textures[] : register(t1, space0);

struct VSOutput
{
    float4 Pos : SV_POSITION;
    [[vk::location(0)]] float2 UV : TEXCOORD0;
    [[vk::location(1)]] nointerpolation int TexIndex : TEXCOORD1;
};

[shader("fragment")]
float4 main(VSOutput input) : SV_TARGET
{
    return textures[NonUniformResourceIndex(input.TexIndex)].Sample(input.UV);
}