struct RayPayload { bool bHit; float fDistance; }; #include "shader_base.slang" DECLARE_CBUFFER(0) { float4x4 projection; } DECLARE_DATA(1, Texture2DMS inputDepth;); DECLARE_DATA(2, Texture2DMS inputMask;); DECLARE_DATA(3, RWTexture2D outputTest;); DECLARE_TEXTURES(29)