Multiple features and misc fixes for final raytracing non experimental version.
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@@ -1,21 +1,21 @@
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#version 460
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#extension GL_NVX_raytracing : enable
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hitAttributeNVX vec4 iAttr;
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#extension GL_NV_ray_tracing : enable
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hitAttributeNV vec4 iAttr;
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void main()
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{
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uvec2 v0 = gl_LaunchIDNVX;
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uvec2 v1 = gl_LaunchSizeNVX;
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uvec3 v0 = gl_LaunchIDNV;
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uvec3 v1 = gl_LaunchSizeNV;
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int v2 = gl_PrimitiveID;
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int v3 = gl_InstanceID;
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int v4 = gl_InstanceCustomIndexNVX;
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vec3 v5 = gl_WorldRayOriginNVX;
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vec3 v6 = gl_WorldRayDirectionNVX;
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vec3 v7 = gl_ObjectRayOriginNVX;
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vec3 v8 = gl_ObjectRayDirectionNVX;
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float v9 = gl_RayTminNVX;
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float v10 = gl_RayTmaxNVX;
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mat4x3 v11 = gl_ObjectToWorldNVX;
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mat4x3 v12 = gl_WorldToObjectNVX;
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int v4 = gl_InstanceCustomIndexNV;
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vec3 v5 = gl_WorldRayOriginNV;
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vec3 v6 = gl_WorldRayDirectionNV;
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vec3 v7 = gl_ObjectRayOriginNV;
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vec3 v8 = gl_ObjectRayDirectionNV;
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float v9 = gl_RayTminNV;
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float v10 = gl_RayTmaxNV;
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mat4x3 v11 = gl_ObjectToWorldNV;
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mat4x3 v12 = gl_WorldToObjectNV;
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iAttr = vec4(0.5f,0.5f,0.0f,1.0f);
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reportIntersectionNVX(0.5, 1U);
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reportIntersectionNV(0.5, 1U);
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}
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