When a Render Pass decides what textures it needs, how are shaders written? I am studying render graph architectures (I've seen the Frostbite presentation). A RenderPass has outputs (i.e. textures you draw to) and inputs. How are these inputs bound to the internal pipeline ? Lets say I have an AO Pass and it has Normals and Depth as the input. Do I just bind the texture to a register and that's it and sample it? What about the actual shaders (for drawing geometry) that also use textures?