21 lines
532 B
GLSL
21 lines
532 B
GLSL
#include <shaders/binding_struct_definitions.glsl>
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#if defined(USE_RAYQUERY)
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layout(set = 1, binding = 0) uniform accelerationStructureEXT acc;
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#else
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layout(std430, set = 1, binding = 0) buffer readonly NodeBuffer
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{
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int nodesRoot;
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int nodebufferPadding1;
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int nodebufferPadding2;
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int nodebufferPadding3;
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CollisionNode nodes[];
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};
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#endif
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layout(std430, set = 1, binding = 1) buffer readonly VertexBuffer { SurfaceVertex vertices[]; };
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layout(std430, set = 1, binding = 2) buffer readonly ElementBuffer { int elements[]; };
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