From d370c2168b80413d74ec2bd50cc04d2828c6afd9 Mon Sep 17 00:00:00 2001
From: mklefrancois <38076163+mklefrancois@users.noreply.github.com>
Date: Fri, 19 Mar 2021 11:07:31 +0100
Subject: [PATCH] Adding AO
---
README.md | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/README.md b/README.md
index 1ca7ae9..93587e9 100644
--- a/README.md
+++ b/README.md
@@ -42,4 +42,5 @@ Tutorial | Details
 | [Ray Query](ray_tracing_rayquery)
Invokes ray intersection queries directly from the fragment shader to cast shadow rays. Ray tracing directly from the fragment shader.
 | [glTF Scene](ray_tracing_gltf)
Instead of loading separate OBJ objects, the example was modified to load glTF scene files containing multiple objects. This example is not about shading, but using more complex data than OBJ. However, it also shows a basic path tracer implementation.
 | [Advance](ray_tracing__advance)
An example combining most of the above samples in a single application.
- | [Trace Rays Indirect](ray_tracing_indirect_scissor)
Teaches the use of `vkCmdTraceRaysIndirectKHR`, which sources width/height/depth from a buffer. As a use case, we add lanterns to the scene and use a compute shader to calculate scissor rectangles for each of them.
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+ | [Trace Rays Indirect](ray_tracing_indirect_scissor)
Teaches the use of `vkCmdTraceRaysIndirectKHR`, which sources width/height/depth from a buffer. As a use case, we add lanterns to the scene and use a compute shader to calculate scissor rectangles for each of them.
+ | [AO Raytracing](ray_tracing_ao)
This extension to the tutorial is showing how G-Buffers from the fragment shader, can be used in a compute shader to cast ambient occlusion rays using ray queries ([GLSL_EXT_ray_query](https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GLSL_EXT_ray_query.txt)).
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