Trying to add opacity
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@@ -34,6 +34,6 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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// gamma correction
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result = result / (result + float3(1.0));
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result = pow(result, float3(1.0/2.2));
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return float4(result, 1.0f);
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return float4(result, brdf.getAlpha());
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}
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@@ -4,11 +4,13 @@ interface IBRDF
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{
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float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor);
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float3 evaluateAmbient();
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float getAlpha();
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};
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struct Phong : IBRDF
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{
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float3 baseColor;
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float alpha;
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float3 specular;
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float3 normal;
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float3 ambient;
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@@ -16,6 +18,7 @@ struct Phong : IBRDF
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__init()
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{
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alpha = 1;
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normal = float3(0, 0, 1);
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}
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@@ -33,11 +36,16 @@ struct Phong : IBRDF
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{
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return ambient;
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}
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float getAlpha()
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{
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return alpha;
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}
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};
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struct BlinnPhong : IBRDF
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{
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float3 baseColor;
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float alpha;
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float3 specularColor;
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float3 normal;
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float shininess;
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@@ -45,6 +53,7 @@ struct BlinnPhong : IBRDF
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__init()
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{
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alpha = 1;
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normal = float3(0, 0, 1);
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}
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@@ -62,15 +71,21 @@ struct BlinnPhong : IBRDF
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{
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return ambient;
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}
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float getAlpha()
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{
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return alpha;
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}
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};
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struct CelShading : IBRDF
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{
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float3 baseColor;
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float alpha;
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float3 normal;
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__init()
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{
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alpha = 1;
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normal = float3(0, 0, 1);
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}
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@@ -94,12 +109,17 @@ struct CelShading : IBRDF
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{
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return float3(0, 0, 0);
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}
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float getAlpha()
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{
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return alpha;
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}
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};
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// https://learnopengl.com/PBR/Theory
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struct CookTorrance : IBRDF
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{
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float3 baseColor;
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float alpha;
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float3 normal;
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float roughness;
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float metallic;
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@@ -107,6 +127,7 @@ struct CookTorrance : IBRDF
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__init()
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{
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alpha = 1;
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normal = float3(0, 0, 1);
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roughness = 0;
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metallic = 0;
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@@ -176,4 +197,8 @@ struct CookTorrance : IBRDF
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{
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return float3(0.03) * baseColor * ambientOcclusion;
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}
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float getAlpha()
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{
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return alpha;
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}
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};
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@@ -39,7 +39,7 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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LightingParameter lightingParams = params.getLightingParameter();
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MaterialParameter materialParams = params.getMaterialParameter();
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let brdf = Material.prepare(materialParams);
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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@@ -53,5 +53,7 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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// gamma correction
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result = result / (result + float3(1.0));
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result = pow(result, float3(1.0/2.2));
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hitValue.color = result;
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}
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@@ -19,6 +19,7 @@ void raygen()
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rayDesc.TMax = 10000.0;
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RayPayload payload;
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payload.rayDirection = rayDesc.Direction;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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pRayTracingParams.image[int2(LaunchID.xy)] = float4(payload.color, 1.0);
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@@ -17,5 +17,6 @@ struct CallablePayload
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struct RayPayload
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{
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float3 rayDirection;
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float3 color;
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};
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@@ -80,6 +80,7 @@ void MeshLoader::loadTextures(const aiScene* scene, const std::filesystem::path&
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}
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}
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constexpr const char* KEY_BASE_COLOR = "k_b";
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constexpr const char* KEY_DIFFUSE_COLOR = "k_d";
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constexpr const char* KEY_SPECULAR_COLOR = "k_s";
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constexpr const char* KEY_AMBIENT_COLOR = "k_a";
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@@ -270,15 +271,24 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
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result = blendKey;
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};
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// Diffuse
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addVectorParameter(KEY_DIFFUSE_COLOR, AI_MATKEY_COLOR_DIFFUSE);
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std::string outputDiffuse = KEY_DIFFUSE_COLOR;
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std::string outputBase = KEY_BASE_COLOR;
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uint32 numDiffuseTextures = material->GetTextureCount(aiTextureType_DIFFUSE);
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for (uint32 i = 0; i < numDiffuseTextures; ++i) {
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addTextureParameter(KEY_DIFFUSE_TEXTURE, aiTextureType_DIFFUSE, i, outputDiffuse);
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addTextureParameter(KEY_DIFFUSE_TEXTURE, aiTextureType_DIFFUSE, i, outputBase, {0, 1, 2, 3});
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}
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std::string outputDiffuse = KEY_DIFFUSE_COLOR;
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expressions.add(new SwizzleExpression({0, 1, 2, -1}));
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expressions.back()->key = outputDiffuse;
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expressions.back()->inputs["target"].source = outputBase;
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std::string outputAlpha = "alpha";
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expressions.add(new SwizzleExpression({-1, -1, -1, 0}));
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expressions.back()->key = outputDiffuse;
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expressions.back()->inputs["target"].source = outputBase;
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// Specular
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addVectorParameter(KEY_SPECULAR_COLOR, AI_MATKEY_COLOR_SPECULAR);
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std::string outputSpecular = KEY_SPECULAR_COLOR;
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@@ -335,6 +345,7 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
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MaterialNode brdf;
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brdf.variables["baseColor"] = outputDiffuse;
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brdf.variables["alpha"] = outputAlpha;
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if (!outputNormal.empty()) {
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expressions.add(new MulExpression());
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expressions.back()->key = "NormalMul";
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@@ -376,15 +387,8 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
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}
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break;
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};
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bool twoSided = true;
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material->Get(AI_MATKEY_TWOSIDED, twoSided);
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float opacity = 1.0f;
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if (std::strcmp(material->GetName().C_Str(), "3td_Africa_Grass01") == 0)
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{
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opacity = 0.5f;
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}
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OMaterialAsset baseMat = new MaterialAsset(importPath, materialName);
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baseMat->material = new Material(graphics, numTextures, numSamplers, numFloats, twoSided, opacity, materialName,
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baseMat->material = new Material(graphics, numTextures, numSamplers, numFloats, 1, 1, materialName,
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std::move(expressions), std::move(parameters), std::move(brdf));
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baseMat->material->compile();
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graphics->getShaderCompiler()->registerMaterial(baseMat->material);
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@@ -602,7 +602,7 @@ PRayTracingPipeline PipelineCache::createPipeline(Gfx::RayTracingPipelineCreateI
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.pStages = shaderStages.data(),
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.groupCount = static_cast<uint32>(shaderGroups.size()),
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.pGroups = shaderGroups.data(),
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.maxPipelineRayRecursionDepth = 1,
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.maxPipelineRayRecursionDepth = 12,
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.layout = createInfo.pipelineLayout.cast<PipelineLayout>()->getHandle(),
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};
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VkPipeline pipelineHandle;
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