Remove reference shaders again

This commit is contained in:
Patrick Mours 2019-03-26 14:25:32 +01:00
parent 90c91e4f23
commit 9910cdbf0c
6 changed files with 0 additions and 74 deletions

View File

@ -1,10 +0,0 @@
#version 460
#extension GL_NV_ray_tracing : require
layout(location = 0) rayPayloadInNV float payload;
void main()
{
payload = 1.0;
}

View File

@ -1,10 +0,0 @@
#version 460
#extension GL_NV_ray_tracing : require
layout(location = 0) rayPayloadInNV float payload;
void main()
{
payload = 1.0;
}

View File

@ -1,17 +0,0 @@
#version 460
#extension GL_NV_ray_tracing : require
layout(binding = 1) uniform accelerationStructureNV as;
layout(location = 0) rayPayloadNV float payload;
layout(binding = 0, rgba8) uniform writeonly image2D image;
void main()
{
vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
vec3 origin = vec3(float(gl_LaunchIDNV.x) / float(gl_LaunchSizeNV.x), float(gl_LaunchIDNV.y) / float(gl_LaunchSizeNV.y), 1.0);
vec3 dir = vec3(0.0, 0.0, -1.0);
traceNV(as, 0u, 255u, 0u, 1u, 0u, origin, 0.0, dir, 1000.0, 0);
col.y = payload;
imageStore(image, ivec2(gl_LaunchIDNV.xy), col);
}

View File

@ -1,17 +0,0 @@
#version 460
#extension GL_NV_ray_tracing : require
layout(set = 0, binding = 1) uniform accelerationStructureNV as;
layout(location = 0) rayPayloadNV float payload;
layout(set = 0, binding = 0, rgba8) uniform writeonly image2D image;
void main()
{
vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
vec3 origin = vec3(float(gl_LaunchIDNV.x) / float(gl_LaunchSizeNV.x), float(gl_LaunchIDNV.y) / float(gl_LaunchSizeNV.y), 1.0);
vec3 dir = vec3(0.0, 0.0, -1.0);
traceNV(as, 0u, 255u, 0u, 1u, 0u, origin, 0.0, dir, 1000.0, 0);
col.y = payload;
imageStore(image, ivec2(gl_LaunchIDNV.xy), col);
}

View File

@ -1,10 +0,0 @@
#version 460
#extension GL_NV_ray_tracing : require
layout(location = 0) rayPayloadInNV float payload;
void main()
{
payload = 0.0;
}

View File

@ -1,10 +0,0 @@
#version 460
#extension GL_NV_ray_tracing : require
layout(location = 0) rayPayloadInNV float payload;
void main()
{
payload = 0.0;
}