Multiple features and misc fixes for final raytracing non experimental version.
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@@ -1,17 +1,17 @@
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#version 460
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#extension GL_NVX_raytracing : enable
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layout(binding = 0, set = 0) uniform accelerationStructureNVX accNV;
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layout(location = 0) rayPayloadNVX vec4 localPayload;
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layout(location = 1) rayPayloadInNVX vec4 incomingPayload;
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#extension GL_NV_ray_tracing : enable
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layout(binding = 0, set = 0) uniform accelerationStructureNV accNV;
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layout(location = 0) rayPayloadNV vec4 localPayload;
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layout(location = 1) rayPayloadInNV vec4 incomingPayload;
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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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vec3 v2 = gl_WorldRayOriginNVX;
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vec3 v3 = gl_WorldRayDirectionNVX;
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vec3 v4 = gl_ObjectRayOriginNVX;
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vec3 v5 = gl_ObjectRayDirectionNVX;
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float v6 = gl_RayTminNVX;
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float v7 = gl_RayTmaxNVX;
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traceNVX(accNV, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1);
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uvec3 v0 = gl_LaunchIDNV;
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uvec3 v1 = gl_LaunchSizeNV;
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vec3 v2 = gl_WorldRayOriginNV;
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vec3 v3 = gl_WorldRayDirectionNV;
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vec3 v4 = gl_ObjectRayOriginNV;
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vec3 v5 = gl_ObjectRayDirectionNV;
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float v6 = gl_RayTminNV;
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float v7 = gl_RayTmaxNV;
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traceNV(accNV, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1);
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}
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