Properly calling trace function with payload1
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81c26d451f
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12 changed files with 478 additions and 12 deletions
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@ -10,7 +10,7 @@ hitAttributeEXT vec2 attribs;
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// clang-format off
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(location = 1) rayPayloadEXT bool isShadowed;
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layout(location = 1) rayPayloadEXT shadowPayload prdShadow;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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@ -104,7 +104,8 @@ void main()
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vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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vec3 rayDir = L;
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uint flags = gl_RayFlagsSkipClosestHitShaderEXT;
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isShadowed = true;
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prdShadow.isHit = true;
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prdShadow.seed = prd.seed;
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traceRayEXT(topLevelAS, // acceleration structure
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flags, // rayFlags
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0xFF, // cullMask
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@ -117,8 +118,9 @@ void main()
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tMax, // ray max range
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1 // payload (location = 1)
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);
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prd.seed = prdShadow.seed;
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if(isShadowed)
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if(prdShadow.isHit)
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{
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attenuation = 0.3;
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}
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