SPIRV-Cross/shaders-msl-no-opt/frag/ray-query-mutability.spv14.vk.msl24.frag

27 lines
670 B
GLSL

#version 460
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_ray_query : enable
layout(binding = 0) uniform accelerationStructureEXT topLevelAS;
void initFn(rayQueryEXT rayQuery) {
vec3 rayOrigin = vec3(0, 0, 1);
vec3 rayDirection = vec3(0, 0,-1);
float rayDistance = 2.0;
rayQueryInitializeEXT(rayQuery, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, rayOrigin, 0.001, rayDirection, rayDistance);
}
uint proceeFn(rayQueryEXT rayQuery) {
while(rayQueryProceedEXT(rayQuery))
;
return rayQueryGetIntersectionTypeEXT(rayQuery, true);
}
void main() {
rayQueryEXT rayQuery;
initFn(rayQuery);
proceeFn(rayQuery);
}