Revision e712ebd93aa9a2845bde3ea541aaa7cd415548b7 authored by Yong He on 02 November 2023, 05:49:30 UTC, committed by GitHub on 02 November 2023, 05:49:30 UTC
Co-authored-by: Yong He <yhe@nvidia.com>
1 parent 6aca381
README.md
Slang "Ray Tracing" Example
===========================
The goal of this example is to demonstrate how to use hardware ray-tracing in Slang.
The `shaders.slang` file contains a compute shader that traces primary rays from camera and shade intersections with basic lighting + ray-traced shadows. The file also defines a vertex and a fragment shader entry point for displaying the ray-traced image produced by the compute shader.
The `main.cpp` file contains the C++ application code, showing how to use the Slang API to load and compile the shader code, and how to use a graphics API abstraction layer implemented in `tools/gfx` to initiate hardware ray-tracing.
Note that this abstraction layer is *not* required in order to work with Slang, and it is just there to help us write example and test applications more conveniently.
![swh spinner](/static/img/swh-spinner.gif)
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