#include "Common.hlsl" Texture2D textures[] : register(t0, space1); SamplerState gSampler : register(s0, space0); [shader("anyhit")] void ChunkAnyHit(inout HitInfo payload, Attributes attrib) { Texture2D texture = textures[attrib.textureId]; float4 color = texture.SampleLevel(gSampler, attrib.texCoord, 0); if (color.w == 0.f) { IgnoreHit(); } float distance = RayTCurrent(); bool found = false; for (int i = 0; i < payload.hitCount; i++) { if (payload.distance[i] > distance) { found = true; float4 tmpColor = payload.color[i]; payload.color[i] = color; float tmpDistance = payload.distance[i]; payload.distance[i] = distance; if (color.w == 1.f) { payload.hitCount = i + 1; } else { for (int j = i + 1; j < payload.hitCount + 1 && j < MAX_TRANSPACENT_HITS; j++) { float4 tmpColor2 = payload.color[j]; float tmpDistance2 = payload.distance[j]; payload.color[j] = tmpColor; payload.distance[j] = tmpDistance; tmpColor = tmpColor2; tmpDistance = tmpDistance2; } } break; } else { if (payload.color[i].w == 1.f) { found = true; break; } } } if (!found && payload.hitCount < MAX_TRANSPACENT_HITS) { payload.color[payload.hitCount] = color; payload.distance[payload.hitCount] = distance; payload.hitCount++; } if (color.w < 1.f) { IgnoreHit(); } }