* Started updating ray tracing samples to KHR extension * Updated GLSL shaders to use GL_EXT_ray_tracing * Code cleanup, naming * Fix include directories to use Vulkan headers from repository instead of NDK for the Android build * Added new Android function pointers * Renamed basic ray tracing sample Added android build files * Remove unused batch file * Replaced remaining NV identifiers * Updating ray tracing shadow sample to KHR extension * Updated shaders to use KHR instead of NV extension Fixed shader bindings * Updating ray tracing reflections sample to KHR extension * Renamed ray tracing reflections sample * Renamed ray tracing shadows sample Added android build files * Removed no-longer used batch files for shader generation * Proper alignment for the shader binding table * Updated readme * Reworked shader group setup * Cleanup * Reworked shader group setup * Reworked shader group setup * Code cleanup
12 lines
323 B
GLSL
12 lines
323 B
GLSL
#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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hitAttributeEXT vec3 attribs;
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void main()
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{
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const vec3 barycentricCoords = vec3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y);
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hitValue = barycentricCoords;
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}
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