Hi, I was hoping to get some advice on how to pass data from various stages of the graphics pipeline, into a compute shader, and then back again. So far, I've only seen tutorials which focused on passing data from the CPU into buffers for the compute shader. How would I (for example), pass the output data of my vertex shader into a compute shader? Then pass the output from the compute shader back into a fragment shader... Is this even possible? I'm guessing that I would do something like... StructuredBuffer<float> inputArray : register(t0); "Binding" data to a register? If that's even the correct term to use? I really don't know.. I'm pretty stuck with where to start to be honest. Any help in this area would be much appreciated.