SPIRV-Cross/reference/opt/shaders-msl/frag/ray-query-object-in-function.spv14.vk.msl24.frag

46 lines
1.0 KiB
GLSL
Raw Normal View History

#include <metal_stdlib>
#include <simd/simd.h>
#if __METAL_VERSION__ >= 230
#include <metal_raytracing>
using namespace metal::raytracing;
#endif
using namespace metal;
struct main0_out
{
float4 outColor [[color(0)]];
};
struct main0_in
{
float4 inPos [[user(locn0)]];
};
fragment main0_out main0(main0_in in [[stage_in]], raytracing::acceleration_structure<raytracing::instancing> topLevelAS [[buffer(0)]])
{
main0_out out = {};
raytracing::intersection_query<raytracing::instancing, raytracing::triangle_data> rayQuery;
rayQuery.reset(ray(float3((in.inPos.xy * 4.0) - float2(2.0), 1.0), float3(0.0, 0.0, -1.0), 0.001000000047497451305389404296875, 2.0), topLevelAS, intersection_params());
for (;;)
{
bool _88 = rayQuery.next();
if (_88)
{
continue;
}
else
{
break;
}
}
uint _92 = uint(rayQuery.get_committed_intersection_type());
if (_92 == 0u)
{
discard_fragment();
}
out.outColor = in.inPos;
return out;
}