https://github.com/shader-slang/slang
Tip revision: ebf0e524d61d81a845daaf244b7ceef6c279f95e authored by jsmall-nvidia on 29 July 2021, 14:39:46 UTC
Improvements around glslang optimization (#1916)
Improvements around glslang optimization (#1916)
Tip revision: ebf0e52
intersection.slang.glsl
//TEST_IGNORE_FILE:
#version 460
#extension GL_NV_ray_tracing : require
layout(row_major) uniform;
layout(row_major) buffer;
struct Sphere_0
{
vec3 position_0;
float radius_0;
};
struct SLANG_ParameterGroup_U_0
{
Sphere_0 gSphere_0;
};
layout(binding = 0)
layout(std140) uniform _S1
{
SLANG_ParameterGroup_U_0 _data;
} U_0;
struct RayDesc_0
{
vec3 Origin_0;
float TMin_0;
vec3 Direction_0;
float TMax_0;
};
struct SphereHitAttributes_0
{
vec3 normal_0;
};
bool rayIntersectsSphere_0(RayDesc_0 ray_0, Sphere_0 sphere_0, out float tHit_0, out SphereHitAttributes_0 attrs_0)
{
tHit_0 = sphere_0.radius_0;
attrs_0.normal_0 = sphere_0.position_0;
return tHit_0 >= ray_0.TMin_0;
}
hitAttributeNV
SphereHitAttributes_0 a_0;
bool ReportHit_0(float tHit_1, uint hitKind_0, SphereHitAttributes_0 attributes_0)
{
a_0 = attributes_0;
bool _S2 = reportIntersectionNV(tHit_1, hitKind_0);
return _S2;
}
void main()
{
RayDesc_0 ray_1;
vec3 _S3 = ((gl_ObjectRayOriginNV));
ray_1.Origin_0 = _S3;
vec3 _S4 = ((gl_ObjectRayDirectionNV));
ray_1.Direction_0 = _S4;
float _S5 = ((gl_RayTminNV));
ray_1.TMin_0 = _S5;
float _S6 = ((gl_RayTmaxNV));
ray_1.TMax_0 = _S6;
float tHit_2;
SphereHitAttributes_0 attrs_1;
bool _S7 = rayIntersectsSphere_0(ray_1, U_0._data.gSphere_0, tHit_2, attrs_1);
if(_S7)
{
bool _S8 = ReportHit_0(tHit_2, uint(0), attrs_1);
}
else
{
}
return;
}