Adding a simple example demonstrating how to use SBT record data

This commit is contained in:
n8vm 2022-09-08 12:57:00 -06:00
parent d02a039188
commit 9e58ad5377
14 changed files with 1078 additions and 0 deletions

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#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_nonuniform_qualifier : enable
layout(location = 0) rayPayloadInEXT vec3 hitValue;
hitAttributeEXT vec2 attribs;
layout(shaderRecordEXT, std430) buffer SBT {
float r;
float g;
float b;
};
void main()
{
// Update the hit value to the hit record SBT data associated with this
// geometry ID and ray ID
hitValue = vec3(r, g, b);
}