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use GLSL_EXT_buffer_reference2 style for UV buffer
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Twinklebear committed Jul 20, 2022
1 parent c4efb56 commit 8ef18bf
Showing 1 changed file with 8 additions and 8 deletions.
16 changes: 8 additions & 8 deletions backends/vulkan/hit.rchit
Original file line number Diff line number Diff line change
Expand Up @@ -6,20 +6,20 @@ layout(location = PRIMARY_RAY) rayPayloadInEXT RayPayload payload;

hitAttributeEXT vec3 attrib;

layout(buffer_reference, buffer_reference_align=8, scalar) buffer VertexBuffer {
layout(buffer_reference, scalar) buffer VertexBuffer {
vec3 v[];
};

layout(buffer_reference, buffer_reference_align=8, scalar) buffer IndexBuffer {
layout(buffer_reference, scalar) buffer IndexBuffer {
uvec3 i[];
};

layout(buffer_reference, buffer_reference_align=8, scalar) buffer NormalBuffer {
layout(buffer_reference, scalar) buffer NormalBuffer {
vec3 n[];
};

layout(buffer_reference, buffer_reference_align=8, scalar) buffer UVBuffer {
vec2 uv[];
layout(buffer_reference, buffer_reference_align=8) buffer UVBuffer {
vec2 uv;
};

layout(shaderRecordEXT, std430) buffer SBT {
Expand All @@ -41,9 +41,9 @@ void main() {

vec2 uv = vec2(0);
if (num_uvs > 0) {
const vec2 uva = uvs.uv[idx.x];
const vec2 uvb = uvs.uv[idx.y];
const vec2 uvc = uvs.uv[idx.z];
const vec2 uva = uvs[idx.x].uv;
const vec2 uvb = uvs[idx.y].uv;
const vec2 uvc = uvs[idx.z].uv;
uv = (1.f - attrib.x - attrib.y) * uva
+ attrib.x * uvb + attrib.y * uvc;
}
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