	}

	// Go to appropriate descriptor
	D3D12_CPU_DESCRIPTOR_HANDLE handle(m_MainDescriptorHeap.Heap->GetCPUDescriptorHandleForHeapStart());
	handle.ptr += static_cast<uint32_t>(slot) * m_Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);

	m_Device->CreateShaderResourceView(
