Bulk update NvPro-Samples 03/18/21
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@ -1,4 +1,4 @@
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# Any Hit Shaders - Tutorial
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# Any Hit Shaders - Tutorial
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<small>Authors: [Martin-Karl Lefrançois](https://devblogs.nvidia.com/author/mlefrancois/), Neil Bickford </small>
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@ -116,10 +116,10 @@ In `createRtPipeline()`, after loading `raytrace.rchit.spv`, load `raytrace.rahi
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add the any hit shader to the hit group
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~~~~ C++
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hg.setClosestHitShader(static_cast<uint32_t>(stages.size()));
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stages.push_back({{}, vk::ShaderStageFlagBits::eClosestHitKHR, chitSM, "main"});
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hg.setClosestHitShader(static_cast<uint32_t>(stages.size() - 1));
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hg.setAnyHitShader(static_cast<uint32_t>(stages.size()));
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stages.push_back({{}, vk::ShaderStageFlagBits::eAnyHitKHR, ahitSM, "main"});
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hg.setAnyHitShader(static_cast<uint32_t>(stages.size() - 1));
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m_rtShaderGroups.push_back(hg);
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~~~~
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@ -382,8 +382,8 @@ vk::ShaderModule ahit1SM =
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nvvk::createShaderModule(m_device, //
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nvh::loadFile("shaders/raytrace_1.rahit.spv", true, paths));
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hg.setClosestHitShader(VK_SHADER_UNUSED_NV); // Not used by shadow (skipped)
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hg.setAnyHitShader(static_cast<uint32_t>(stages.size()));
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stages.push_back({{}, vk::ShaderStageFlagBits::eAnyHitNV, ahit1SM, "main"});
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hg.setAnyHitShader(static_cast<uint32_t>(stages.size() - 1));
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m_rtShaderGroups.push_back(hg);
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~~~~
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