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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data/shaders/glsl/raytracingtextures/anyhit.rahit
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data/shaders/glsl/raytracingtextures/anyhit.rahit
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_nonuniform_qualifier : require
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#extension GL_EXT_buffer_reference2 : require
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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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hitAttributeEXT vec2 attribs;
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layout(binding = 3, set = 0) uniform sampler2D image;
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#include "_bufferreferences.glsl"
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#include "_geometrytypes.glsl"
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void main()
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{
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Triangle tri = unpackTriangle(gl_PrimitiveID, 32);
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vec4 color = texture(image, tri.uv);
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if (color.a < 0.9) {
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ignoreIntersectionEXT;
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}
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}
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