Fixing access to nonuniform elements + SBT alignment

This commit is contained in:
mklefrancois 2020-05-27 14:43:05 +02:00
parent 4f46136c08
commit ccdc90f35c
41 changed files with 388 additions and 279 deletions

View file

@ -64,13 +64,13 @@ void main()
// Object of this instance
uint objId = scnDesc.i[gl_InstanceID].objId;
// Indices of the triangle
uint ind = indices[objId].i[3 * gl_PrimitiveID + 0];
uint ind = indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0];
// Vertex of the triangle
Vertex v0 = vertices[objId].v[ind.x];
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
// Material of the object
int matIdx = matIndex[objId].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[objId].m[matIdx];
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
if (mat.illum != 4)
return;