Fixed HLSL shaders (mostly ray tracing related)
Updated HLSL compile script
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14 changed files with 53 additions and 28 deletions
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@ -1,4 +1,4 @@
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// Copyright 2021 Sascha Willems
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// Copyright 2021-2023 Sascha Willems
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struct Payload
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{
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@ -10,8 +10,13 @@ struct CallData
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float3 outColor;
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};
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struct Attributes
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{
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float2 bary;
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};
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[shader("closesthit")]
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void main(inout Payload p, in float2 attribs)
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void main(inout Payload p, in Attributes attribs)
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{
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// Execute the callable shader indexed by the current geometry being hit
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// For our sample this means that the first callable shader in the SBT is invoked for the first triangle, the second callable shader for the second triangle, etc.
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