Fix ray tracing related validation errors
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3 changed files with 3 additions and 5 deletions
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@ -12,7 +12,6 @@
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#extension GL_EXT_scalar_block_layout : require
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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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layout(location = 3) rayPayloadInEXT uint payloadSeed;
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hitAttributeEXT vec2 attribs;
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@ -40,10 +39,9 @@ void main()
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vec4 color = texture(textures[nonuniformEXT(geometryNode.textureIndexBaseColor)], tri.uv);
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// If the alpha value of the texture at the current UV coordinates is below a given threshold, we'll ignore this intersection
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// That way ray traversal will be stopped and the miss shader will be invoked
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// if (color.a < 0.9) {
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//if (((gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x) % 4) == 0) {
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if(rnd(payloadSeed) > color.a) {
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if (color.a < 0.9) {
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if(rnd(payloadSeed) > color.a) {
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ignoreIntersectionEXT;
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}
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// }
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}
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}
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