Started working on a ray tracing texture mapping Sample

Uses any hit for transparency, and BDA for accessing vertex and index buffers
This commit is contained in:
Sascha Willems 2023-04-07 14:13:04 +02:00
parent aa3c00a784
commit 8f1d351489
7 changed files with 835 additions and 0 deletions

View file

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#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_buffer_reference2 : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
hitAttributeEXT vec2 attribs;
layout(binding = 3, set = 0) uniform sampler2D image;
#include "_bufferreferences.glsl"
#include "_geometrytypes.glsl"
void main()
{
Triangle tri = unpackTriangle(gl_PrimitiveID, 32);
vec4 color = texture(image, tri.uv);
if (color.a < 0.9) {
ignoreIntersectionEXT;
}
}