2020-05-20 11:14:23 +00:00
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#version 460
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#extension GL_NV_ray_tracing : require
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struct Payload
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{
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float a;
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float b;
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};
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2020-05-20 12:51:45 +00:00
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struct Block
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{
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float a;
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float b;
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Payload c;
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Payload d;
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};
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2020-05-20 11:14:23 +00:00
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layout(set = 0, binding = 1) uniform accelerationStructureNV as;
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layout(location = 1) rayPayloadNV Payload payload2;
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layout(location = 0) rayPayloadNV float payload1;
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2020-05-20 12:51:45 +00:00
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layout(location = 2) rayPayloadNV Block _71;
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layout(set = 0, binding = 0, rgba8) uniform writeonly image2D image;
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2020-05-20 11:14:23 +00:00
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vec4 trace_in_function()
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{
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vec4 result = vec4(0.0);
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vec3 origin = vec3(1.0, 0.0, 0.0);
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vec3 direction = vec3(0.0, 1.0, 0.0);
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traceNV(as, 0u, 255u, 0u, 1u, 0u, origin, 0.0, direction, 1000.0, 1);
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result += vec4(payload2.a);
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result += vec4(payload2.b);
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return result;
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}
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void main()
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{
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vec3 origin = vec3(1.0, 0.0, 0.0);
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vec3 direction = vec3(0.0, 1.0, 0.0);
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traceNV(as, 0u, 255u, 0u, 1u, 0u, origin, 0.0, direction, 1000.0, 0);
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vec4 result = vec4(payload1);
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vec4 _62 = trace_in_function();
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result += _62;
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2020-05-20 12:51:45 +00:00
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traceNV(as, 0u, 255u, 0u, 1u, 0u, origin, 0.0, direction, 1000.0, 2);
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result += vec4(((((_71.a + _71.b) + _71.c.a) + _71.c.b) + _71.d.a) + _71.d.b);
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imageStore(image, ivec2(gl_LaunchIDNV.xy), result);
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2020-05-20 11:14:23 +00:00
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}
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