* Started working on a ray tracing glTF sample * Started working on a ray tracing glTF sample Added textures using descriptor indexing * Frame accumulation Pass glTF node transforms to BLAS build * Shader cleanup * Code cleanup, flip Y using TLAS transform matrix * Create AS for all primitives in the gltf scene * Remove unused variables * Added missing shaders * Minor cleanup
15 lines
No EOL
398 B
GLSL
15 lines
No EOL
398 B
GLSL
/* Copyright (c) 2023, Sascha Willems
|
|
*
|
|
* SPDX-License-Identifier: MIT
|
|
*
|
|
*/
|
|
|
|
layout(push_constant) uniform BufferReferences {
|
|
uint64_t vertices;
|
|
uint64_t indices;
|
|
uint64_t bufferAddress;
|
|
} bufferReferences;
|
|
|
|
layout(buffer_reference, scalar) buffer Vertices {vec4 v[]; };
|
|
layout(buffer_reference, scalar) buffer Indices {uint i[]; };
|
|
layout(buffer_reference, scalar) buffer Data {vec4 f[]; }; |