Add access to vertex indices in frag_raytrace.glsl
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parent
08b03f2d73
commit
c525ec1b68
4 changed files with 15 additions and 14 deletions
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@ -486,6 +486,7 @@ void VkLightmap::CreateRaytracePipeline()
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raytrace.descriptorSetLayout1 = DescriptorSetLayoutBuilder()
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.AddBinding(0, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
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.AddBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
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.AddBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
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.DebugName("raytrace.descriptorSetLayout1")
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.Create(fb->GetDevice());
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}
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@ -579,6 +580,7 @@ void VkLightmap::UpdateAccelStructDescriptors()
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WriteDescriptors()
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.AddAccelerationStructure(raytrace.descriptorSet1.get(), 0, fb->GetRaytrace()->GetAccelStruct())
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.AddBuffer(raytrace.descriptorSet1.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetVertexBuffer())
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.AddBuffer(raytrace.descriptorSet1.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetIndexBuffer())
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.Execute(fb->GetDevice());
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}
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else
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