struct PrimitiveSceneData { float4x4 modelToWorld; float4x4 worldToModel; float4 actorLocation; }; layout(set = INDEX_SCENE_DATA, binding = 0, std430) StructuredBuffer gSceneData; [[vk::push_constant]] ConstantBuffer gSceneDataIndex; PrimitiveSceneData getSceneData() { return gSceneData[gSceneDataIndex]; }