* 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 |
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| .. | ||
| shaders | ||
| README.md | ||
Getting the assets
Binary assets (models, textures, etc.) are not stored in this repository and need to be downloaded manually.
Downloading the assets
Option 1: Run the python script
Run the download_assets.py python script which will download the asset pack and unpacks it into the appropriate folder.
Option 2: Manual download
Download the asset pack from http://vulkan.gpuinfo.org/downloads/vulkan_asset_pack_gltf.zip and extract it in the data directory.