procedural-3d-engine/data/shaders/glsl/rayquery
JoseEmilio-ARM 3394928112
Update scene.frag
Ray Query example: shader optimization

Calling rayQueryProceedEXT in a loop can prevent certain shader optimizations. By setting the TerminateOnFirstHit and SkipAABB flags, there is no scenario where rayQueryProceedEXT will return true, hence the loop can be removed. 

This way the implementation has a guarantee that the traversal can be completed without returning control to the shader, which improves performance.
2022-04-07 15:35:38 +01:00
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scene.frag Update scene.frag 2022-04-07 15:35:38 +01:00
scene.frag.spv Added samples for ray queries and callable ray tracing shaders 2020-11-23 12:25:49 +01:00
scene.vert Added samples for ray queries and callable ray tracing shaders 2020-11-23 12:25:49 +01:00
scene.vert.spv Added samples for ray queries and callable ray tracing shaders 2020-11-23 12:25:49 +01:00