Fixing access to nonuniform elements + SBT alignment
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41 changed files with 388 additions and 279 deletions
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@ -72,8 +72,8 @@ void main()
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}
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// Material of the object
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int matIdx = matIndex[gl_InstanceID].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[gl_InstanceID].m[matIdx];
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int matIdx = matIndex[nonuniformEXT(gl_InstanceID)].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[nonuniformEXT(gl_InstanceID)].m[matIdx];
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// Diffuse
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vec3 diffuse = computeDiffuse(mat, L, normal);
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