ChunkClosestHit.hlsl 263 B

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  1. #include "Common.hlsl"
  2. Texture2D<float4> textures[] : register(t0, space1);
  3. SamplerState gSampler : register(s0, space0);
  4. [shader("closesthit")]
  5. void ChunkClosestHit(inout HitInfo payload, Attributes attrib)
  6. {
  7. // TODO: reflection rays and shadow rays ...
  8. }