Merge pull request #937 from JoseEmilio-ARM/patch-1
Ray Query example: shader optimization
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commit
5aa182b604
1 changed files with 3 additions and 3 deletions
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@ -25,10 +25,10 @@ void main()
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outFragColor = vec4(diffuse, 1.0);
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outFragColor = vec4(diffuse, 1.0);
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rayQueryEXT rayQuery;
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, inWorldPos, 0.01, L, 1000.0);
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rayQueryInitializeEXT(rayQuery, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsSkipAABBEXT, 0xFF, inWorldPos, 0.01, L, 1000.0);
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// Start the ray traversal, rayQueryProceedEXT returns false if the traversal is complete
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// Traverse the acceleration structure and store information about the first intersection (if any)
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while (rayQueryProceedEXT(rayQuery)) { }
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rayQueryProceedEXT(rayQuery);
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// If the intersection has hit a triangle, the fragment is shadowed
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// If the intersection has hit a triangle, the fragment is shadowed
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if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT ) {
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if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT ) {
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