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Fixed HLSL shaders (mostly ray tracing related)
Updated HLSL compile script
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,7 +1,13 @@ | ||
// Copyright 2020 Google LLC | ||
|
||
struct Payload | ||
{ | ||
[[vk::location(0)]] float3 hitValue; | ||
[[vk::location(1)]] bool shadowed; | ||
}; | ||
|
||
[shader("miss")] | ||
void main([[vk::location(0)]] in float3 hitValue) | ||
void main(inout Payload payload) | ||
{ | ||
hitValue = float3(0.0, 0.0, 0.2); | ||
payload.hitValue = float3(0.0, 0.0, 0.2); | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,7 +1,13 @@ | ||
// Copyright 2020 Google LLC | ||
|
||
struct Payload | ||
{ | ||
[[vk::location(0)]] float3 hitValue; | ||
[[vk::location(1)]] bool shadowed; | ||
}; | ||
|
||
[shader("miss")] | ||
void main([[vk::location(2)]] in bool shadowed) | ||
void main(inout Payload payload) | ||
{ | ||
shadowed = false; | ||
payload.shadowed = false; | ||
} |
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