/* 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); }