Started working on a ray tracing texture mapping Sample
Uses any hit for transparency, and BDA for accessing vertex and index buffers
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layout(push_constant) uniform BufferReferences {
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uint64_t vertices;
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uint64_t indices;
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} bufferReferences;
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layout(buffer_reference, scalar) buffer Vertices {vec4 v[]; };
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layout(buffer_reference, scalar) buffer Indices {uint i[]; };
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