#include "Common.hlsl" Texture2D textures[] : register(t0, space1); SamplerState gSampler : register(s0, space0); struct VertexData { float2 texcoord; float3 normal; }; StructuredBuffer textureIdBuffer : register(t1, space2); StructuredBuffer indexBuffer : register(t1, space3); StructuredBuffer vertexData : register(t1, space4); StructuredBuffer polygonSizeBuffer : register(t1, space5); [shader("closesthit")] void ClosestHit(inout HitInfo payload, SimpleBlocksAttributes attrib) { // TODO: reflection rays and shadow rays ... }