* 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
9 lines
No EOL
141 B
GLSL
9 lines
No EOL
141 B
GLSL
#version 460
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#extension GL_EXT_ray_tracing : require
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layout(location = 2) rayPayloadInEXT bool shadowed;
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void main()
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{
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shadowed = false;
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} |