// Transforms struct ModelData { float4x4 model; }; [[vk::binding(0, 0)]] StructuredBuffer model : register(t1); // Vertex struct Vertex { float3 position; float uv_x; float3 normal; float uv_y; float3 tangent; float3 bitangent; }; [[vk::binding(0, 1)]] StructuredBuffer vertexBuffer : register(t2); // Samplers [[vk::binding(0, 2)]] SamplerState mySampler : register(s0); // Materials struct Material { bool hasAlbedo; float3 albedo; bool hasNormal; bool hasMetalness; bool hasRoughness; bool hasAO; float metalnessValue; float roughnessValue; float aoValue; int albedoTextureId; int normalTextureId; int metalnessTextureId; int roughnessTextureId; int aoTextureId; }; [[vk::binding(0, 3)]] StructuredBuffer material; // Textures [[vk::binding(0, 4)]] Texture2D textures[]; // Lights struct Light { float3 position; int type; float4 color; float3 direction; float outerConeAngle; float innerConeAngle; bool castShadow; int shadowMapTextureId[4]; int transformId[4]; }; [[vk::binding(0, 5)]] StructuredBuffer lights; // Cameras struct CameraView { float4x4 View; float4x4 Projection; float4x4 ViewProjection; float4x4 InverseView; float4x4 InverseProjection; float3 Position; float Near; float Far; }; [[vk::binding(0, 6)]] StructuredBuffer cameras; struct PSInput { float4 Position : SV_Position; float2 UV : TEXCOORD0; }; struct PSOutput { float4 oColor0 : SV_TARGET; }; struct CopyPushConstant { int SourceTextureID; int Source2TextureID; }; [[vk::push_constant]] CopyPushConstant pushConstants; PSOutput main(PSInput input) { PSOutput output; int sourceTextureID = pushConstants.SourceTextureID; int source2TextureID = pushConstants.Source2TextureID; float2 uv = input.UV; float4 sampleValue = textures[sourceTextureID].Sample(mySampler, input.UV); float4 sampleValue2 = textures[source2TextureID].Sample(mySampler, input.UV); output.oColor0 = lerp(sampleValue, sampleValue2, 1.0 - sampleValue.a); return output; }