#include "bindless.hlsli" struct FS_Input { float2 UV0 : TEXCOORD0; }; struct FS_Output { float4 ColorTarget : SV_Target0; }; struct PCB { Handle CameraBuffer; Handle VertexBuffer; Handle Texture; }; [[vk::push_constant]] PCB Block; FS_Output main(FS_Input StageInput) { FS_Output output; output.ColorTarget = float4(Textures[Block.Texture.GetIndex()].Sample(Samplers[Block.Texture.GetIndex()], StageInput.UV0).rgb, 1.0); return output; }