SimpleBlocksClosestHit.hlsl 434 B

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  1. #include "Common.hlsl"
  2. StructuredBuffer<int> textureIdBuffer : register(t1, space2);
  3. StructuredBuffer<int> indexBuffer : register(t1, space3);
  4. StructuredBuffer<VertexData> vertexData : register(t1, space4);
  5. StructuredBuffer<int> indexOffsetBuffer : register(t1, space5);
  6. [shader("closesthit")]
  7. void SimpleBlocksClosestHit(inout RayHits rayPayload, SimpleBlocksAttributes attrib)
  8. {
  9. // TODO: reflection rays and shadow rays ...
  10. }