Multiple features and misc fixes for final raytracing non experimental version.
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@@ -1,15 +1,15 @@
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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 payload;
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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 payload;
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void main()
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{
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const uint rayFlags = gl_RayFlagsNoneNVX | gl_RayFlagsOpaqueNVX |
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gl_RayFlagsNoOpaqueNVX | gl_RayFlagsTerminateOnFirstHitNVX |
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gl_RayFlagsSkipClosestHitShaderNVX | gl_RayFlagsCullBackFacingTrianglesNVX |
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gl_RayFlagsCullFrontFacingTrianglesNVX | gl_RayFlagsCullOpaqueNVX |
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gl_RayFlagsCullNoOpaqueNVX;
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const uint rayFlags = gl_RayFlagsNoneNV | gl_RayFlagsOpaqueNV |
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gl_RayFlagsNoOpaqueNV | gl_RayFlagsTerminateOnFirstHitNV |
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gl_RayFlagsSkipClosestHitShaderNV | gl_RayFlagsCullBackFacingTrianglesNV |
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gl_RayFlagsCullFrontFacingTrianglesNV | gl_RayFlagsCullOpaqueNV |
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gl_RayFlagsCullNoOpaqueNV;
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const int payloadId = 1;
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traceNVX(accNV, rayFlags, 0, 1, 1, 0, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, payloadId);
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traceNV(accNV, rayFlags, 0, 1, 1, 0, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, payloadId);
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}
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