Fixed ray tracing callable shader sample HLSL shaders
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parent
f00568f482
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1c6c08d41f
6 changed files with 9 additions and 7 deletions
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@ -2,13 +2,14 @@
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struct CallData
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struct CallData
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{
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{
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vec3 outColor;
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float3 outColor;
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};
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};
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[shader("callable")]
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[shader("callable")]
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void main(inout CallData data)
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void main(inout CallData data)
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{
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{
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// Generate a checker board pattern
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// Generate a checker board pattern
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float2 pos = float2(DispatchRaysIndex() / 8);
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float2 pos = float2(DispatchRaysIndex().x / 8, DispatchRaysIndex().y / 8);
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data.outColor = float3(mod(pos.x + mod(pos.y, 2.0), 2.0));
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float col = (pos.x + (pos.y % 2.0)) % 2.0;
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data.outColor = float3(col, col, col);
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}
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}
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BIN
data/shaders/hlsl/raytracingcallable/callable1.rcall.spv
Normal file
BIN
data/shaders/hlsl/raytracingcallable/callable1.rcall.spv
Normal file
Binary file not shown.
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@ -2,7 +2,7 @@
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struct CallData
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struct CallData
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{
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{
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vec3 outColor;
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float3 outColor;
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};
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};
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[shader("callable")]
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[shader("callable")]
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BIN
data/shaders/hlsl/raytracingcallable/callable2.rcall.spv
Normal file
BIN
data/shaders/hlsl/raytracingcallable/callable2.rcall.spv
Normal file
Binary file not shown.
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@ -2,13 +2,14 @@
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struct CallData
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struct CallData
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{
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{
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vec3 outColor;
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float3 outColor;
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};
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};
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[shader("callable")]
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[shader("callable")]
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void main(inout CallData data)
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void main(inout CallData data)
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{
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{
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// Generate a checker board pattern
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// Generate a checker board pattern
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float2 pos = float2(DispatchRaysIndex() / 8);
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float2 pos = float2(DispatchRaysIndex().x / 8, DispatchRaysIndex().y / 8);
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data.outColor = float3(mod(pos.y, 2.0));
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float col = pos.y % 2.0;
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data.outColor = float3(col, col, col);
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}
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}
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BIN
data/shaders/hlsl/raytracingcallable/callable3.rcall.spv
Normal file
BIN
data/shaders/hlsl/raytracingcallable/callable3.rcall.spv
Normal file
Binary file not shown.
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