#include "Common.hlsl" StructuredBuffer textureIdBuffer : register(t1, space2); StructuredBuffer indexBuffer : register(t1, space3); StructuredBuffer vertexData : register(t1, space4); StructuredBuffer indexOffsetBuffer : register(t1, space5); [shader("closesthit")] void SimpleBlocksClosestHit(inout RayHits rayPayload, SimpleBlocksAttributes attrib) { // TODO: reflection rays and shadow rays ... }