// // RT64 // struct Constants { float4 colorAdd; uint textureIndex; }; [[vk::push_constant]] ConstantBuffer gConstants : register(b0); SamplerState gSampler : register(s1); Texture2D gTexture[] : register(t2); float4 PSMain(in float4 pos : SV_Position, in float2 uv : TEXCOORD) : SV_TARGET { float4 result = float4(gTexture[NonUniformResourceIndex(gConstants.textureIndex)].SampleLevel(gSampler, uv, 0).rgb, 1.0f); result += gConstants.colorAdd; return result; }