#include "mesh_shared.slang"

uint32_t hash32(uint32_t x) {
    x = ((x >> 16) ^ x) * 0x45d9f3b;
    x = ((x >> 16) ^ x) * 0x45d9f3b;
    x = (x >> 16) ^ x;
    return x;
}

[[vk::binding(1)]]
uniform Sampler2D textures[];

[shader("fragment")]
float4 main(
	VertexOutput input,
	uint triid: SV_PrimitiveID,
	uniform PushConstants constants,
) : SV_TARGET
{
	return float4(textures[constants.albedoID].Sample(input.uv).xyz, 1);

}

