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- #include "Common.hlsl"
- struct VertexData
- {
- float2 texcoord;
- float3 normal;
- };
- StructuredBuffer<int> textureIdBuffer : register(t1, space2);
- StructuredBuffer<int> indexBuffer : register(t1, space3);
- StructuredBuffer<VertexData> vertexData : register(t1, space4);
- StructuredBuffer<int> polygonSizeBuffer : register(t1, space5);
- [shader("closesthit")]
- void ClosestHit(inout HitInfo payload, Attributes attrib)
- {
- // TODO: reflection rays and shadow rays ...
- }
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