Bulk update nvpro-samples 11/20/23
5c72ddfc0522eb6604828e74886cf39be646ba78
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96 changed files with 927 additions and 922 deletions
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@ -22,12 +22,12 @@
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#define COMMON_HOST_DEVICE
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#ifdef __cplusplus
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#include "nvmath/nvmath.h"
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#include <glm/glm.hpp>
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// GLSL Type
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using vec2 = nvmath::vec2f;
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using vec3 = nvmath::vec3f;
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using vec4 = nvmath::vec4f;
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using mat4 = nvmath::mat4f;
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using vec2 = glm::vec2;
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using vec3 = glm::vec3;
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using vec4 = glm::vec4;
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using mat4 = glm::mat4;
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using uint = unsigned int;
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#endif
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@ -69,7 +69,8 @@ void main()
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vec3 absN = abs(worldNrm);
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float maxC = max(max(absN.x, absN.y), absN.z);
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worldNrm = (maxC == absN.x) ? vec3(sign(worldNrm.x), 0, 0) :
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(maxC == absN.y) ? vec3(0, sign(worldNrm.y), 0) : vec3(0, 0, sign(worldNrm.z));
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(maxC == absN.y) ? vec3(0, sign(worldNrm.y), 0) :
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vec3(0, 0, sign(worldNrm.z));
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}
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// Vector toward the light
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