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/miss.rmiss
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data/shaders/glsl/raytracingtextures/miss.rmiss
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#version 460
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#extension GL_EXT_ray_tracing : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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void main()
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{
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hitValue = vec3(0.0, 0.0, 0.2);
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}
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