New version of the samples and tutorials based on KHR_ray_tracing
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ray_tracing__advance/shaders/light_inf.rcall
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ray_tracing__advance/shaders/light_inf.rcall
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#version 460 core
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#extension GL_NV_ray_tracing : enable
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#extension GL_GOOGLE_include_directive : enable
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#include "raycommon.glsl"
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layout(location = 0) callableDataInNV rayLight cLight;
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layout(push_constant) uniform Constants
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{
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vec4 clearColor;
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vec3 lightPosition;
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float lightIntensity;
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vec3 lightDirection;
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float lightSpotCutoff;
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float lightSpotOuterCutoff;
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int lightType;
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};
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void main()
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{
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cLight.outLightDistance = 10000000;
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cLight.outIntensity = 1.0;
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cLight.outLightDir = normalize(-lightDirection);
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}
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