Documentation
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/*
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* Vulkan Example - Using position fetch with hardware accelerated ray tracing
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*
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* Shows how to usse the VK_KHR_ray_tracing_position_fetch extension to fetch the vertex positions in the shader from a hit triangle as stored in the acceleration structure
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* Shows how to use the VK_KHR_ray_tracing_position_fetch extension to fetch the vertex positions in the shader from a hit triangle as stored in the acceleration structure
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* See https://www.khronos.org/blog/introducing-vulkan-ray-tracing-position-fetch-extension
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*
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* Copyright (C) 2024 by Sascha Willems - www.saschawillems.de
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