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Raytracing tail call hello world #822

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Expand Up @@ -21,7 +21,7 @@ ConstantBuffer<RayGenConstantBuffer> g_rayGenCB : register(b0);
typedef BuiltInTriangleIntersectionAttributes MyAttributes;
struct RayPayload
{
float4 color;
uint2 dispatchRayIndex;
};

bool IsInsideViewport(float2 p, Viewport viewport)
Expand Down Expand Up @@ -53,11 +53,8 @@ void MyRaygenShader()
// TMin should be kept small to prevent missing geometry at close contact areas.
ray.TMin = 0.001;
ray.TMax = 10000.0;
RayPayload payload = { float4(0, 0, 0, 0) };
RayPayload payload = { uint2(DispatchRaysIndex().xy) };
TraceRay(Scene, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, ~0, 0, 1, 0, ray, payload);

// Write the raytraced color to the output texture.
RenderTarget[DispatchRaysIndex().xy] = payload.color;
}
else
{
Expand All @@ -70,13 +67,15 @@ void MyRaygenShader()
void MyClosestHitShader(inout RayPayload payload, in MyAttributes attr)
{
float3 barycentrics = float3(1 - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
payload.color = float4(barycentrics, 1);
// Write the raytraced color to the output texture.
RenderTarget[payload.dispatchRayIndex.xy] = float4(barycentrics, 1);
}

[shader("miss")]
void MyMissShader(inout RayPayload payload)
{
payload.color = float4(0, 0, 0, 1);
// Write the raytraced color to the output texture.
RenderTarget[payload.dispatchRayIndex.xy] = float4(0.0, 0.0, 0.0, 1.0);
}

#endif // RAYTRACING_HLSL