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