Fixing shader refactor

This commit is contained in:
Dynamitos
2025-04-15 00:33:49 +02:00
parent 47360714a5
commit 482eabf651
8 changed files with 32 additions and 27 deletions
+2 -2
View File
@@ -13,9 +13,9 @@ void anyhit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes
MeshData m = pScene.meshData[InstanceID()];
// offset into the index buffer
uint indexOffset = m.firstIndex;
uint indexOffset = m.indicesRange.offset;
// added to indices to reference correct part of global mesh pool
uint vertexOffset = pScene.meshletInfos[m.meshletOffset].indicesOffset;
uint vertexOffset = pScene.meshletInfos[m.meshletRange.offset].indicesOffset;
uint vertexIndex0 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
uint vertexIndex1 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];
+2 -2
View File
@@ -90,9 +90,9 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
MeshData m = pScene.meshData[InstanceID()];
// offset into the index buffer
uint indexOffset = m.firstIndex;
uint indexOffset = m.indicesRange.offset;
// added to indices to reference correct part of global mesh pool
uint vertexOffset = pScene.meshletInfos[m.meshletOffset].indicesOffset;
uint vertexOffset = pScene.meshletInfos[m.meshletRange.offset].indicesOffset;
uint vertexIndex0 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
uint vertexIndex1 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];