SimpleBlocksClosestHit.hlsl 495 B

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  1. #include "Common.hlsl"
  2. struct VertexData
  3. {
  4. float2 texcoord;
  5. float3 normal;
  6. };
  7. StructuredBuffer<int> textureIdBuffer : register(t1, space2);
  8. StructuredBuffer<int> indexBuffer : register(t1, space3);
  9. StructuredBuffer<VertexData> vertexData : register(t1, space4);
  10. StructuredBuffer<int> indexOffsetBuffer : register(t1, space5);
  11. [shader("closesthit")]
  12. void SimpleBlocksClosestHit(inout HitInfo payload, SimpleBlocksAttributes attrib)
  13. {
  14. // TODO: reflection rays and shadow rays ...
  15. }