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| author | Yong He <yonghe@outlook.com> | 2023-02-07 18:36:35 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-02-07 18:36:35 -0800 |
| commit | 4be623c52a6518eb86756a0369706c1d6670f6bb (patch) | |
| tree | c24f54e34db9f1f02c2d51808b15121eba9195a9 /tests/nv-extensions | |
| parent | 101f164b036d0c1c012243df69179559b6f40fb8 (diff) | |
Arithmetic simplifications and more IR clean up logic. (#2632)
Diffstat (limited to 'tests/nv-extensions')
| -rw-r--r-- | tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl | 29 |
1 files changed, 12 insertions, 17 deletions
diff --git a/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl b/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl index bad4dd370..79c6232f3 100644 --- a/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl +++ b/tests/nv-extensions/nv-ray-tracing-motion-blur.slang.glsl @@ -55,11 +55,9 @@ struct RayDesc_0 void TraceMotionRay_0(accelerationStructureEXT AccelerationStructure_0, uint RayFlags_0, uint InstanceInclusionMask_0, uint RayContributionToHitGroupIndex_0, uint MultiplierForGeometryContributionToHitGroupIndex_0, uint MissShaderIndex_0, RayDesc_0 Ray_0, float CurrentTime_0, inout ShadowRay_0 Payload_0) { p_0 = Payload_0; - traceRayMotionNV(AccelerationStructure_0, RayFlags_0, InstanceInclusionMask_0, RayContributionToHitGroupIndex_0, MultiplierForGeometryContributionToHitGroupIndex_0, MissShaderIndex_0, Ray_0.Origin_0, Ray_0.TMin_0, Ray_0.Direction_0, Ray_0.TMax_0, CurrentTime_0, (0)); Payload_0 = p_0; - return; } @@ -68,7 +66,7 @@ uniform accelerationStructureEXT as_0; float saturate_0(float x_0) { - float _S2 = clamp(x_0, float(0), float(1)); + float _S2 = clamp(x_0, 0.0, 1.0); return _S2; } @@ -85,11 +83,9 @@ ReflectionRay_0 p_1; void TraceRay_0(accelerationStructureEXT AccelerationStructure_1, uint RayFlags_1, uint InstanceInclusionMask_1, uint RayContributionToHitGroupIndex_1, uint MultiplierForGeometryContributionToHitGroupIndex_1, uint MissShaderIndex_1, RayDesc_0 Ray_1, inout ReflectionRay_0 Payload_1) { p_1 = Payload_1; - traceRayEXT(AccelerationStructure_1, RayFlags_1, InstanceInclusionMask_1, RayContributionToHitGroupIndex_1, MultiplierForGeometryContributionToHitGroupIndex_1, MissShaderIndex_1, Ray_1.Origin_0, Ray_1.TMin_0, Ray_1.Direction_0, Ray_1.TMax_0, (1)); Payload_1 = p_1; - return; } @@ -99,8 +95,6 @@ uniform image2D outputImage_0; void main() { - float atten_0; - uvec3 _S3 = ((gl_LaunchIDEXT)); ivec2 launchID_0 = ivec2(_S3.xy); @@ -108,8 +102,8 @@ void main() ivec2 launchSize_0 = ivec2(_S4.xy); - float _S5 = (float(launchID_0.x) + 0.50000000000000000000) / float(launchSize_0.x); - float _S6 = (float(launchID_0.y) + 0.50000000000000000000) / float(launchSize_0.y); + float _S5 = (float(launchID_0.x) + 0.5) / float(launchSize_0.x); + float _S6 = (float(launchID_0.y) + 0.5) / float(launchSize_0.y); vec2 inUV_0 = vec2(_S5, _S6); @@ -118,27 +112,28 @@ void main() vec3 P_0 = _S7.xyz; vec4 _S8 = (texture(sampler2D(samplerNormal_0,sampler_0), (inUV_0))); - vec3 N_0 = _S8.xyz * 2.00000000000000000000 - 1.00000000000000000000; + vec3 N_0 = _S8.xyz * 2.0 - 1.0; vec3 lightDelta_0 = ubo_0._data.light_0.position_0.xyz - P_0; float lightDist_0 = length(lightDelta_0); vec3 L_0 = normalize(lightDelta_0); - float _S9 = 1.00000000000000000000 / (lightDist_0 * lightDist_0); + float _S9 = 1.0 / (lightDist_0 * lightDist_0); RayDesc_0 ray_0; ray_0.Origin_0 = P_0; - ray_0.TMin_0 = 0.00000100000000000000; + ray_0.TMin_0 = 0.00000099999999747524; ray_0.Direction_0 = lightDelta_0; ray_0.TMax_0 = lightDist_0; ShadowRay_0 shadowRay_0; - shadowRay_0.hitDistance_0 = float(0); + shadowRay_0.hitDistance_0 = 0.0; + TraceMotionRay_0(as_0, 1U, 255U, 0U, 0U, 2U, ray_0, 1.0, shadowRay_0); - TraceMotionRay_0(as_0, uint(1), uint(255), uint(0), uint(0), uint(2), ray_0, float(1), shadowRay_0); + float atten_0; if(shadowRay_0.hitDistance_0 < lightDist_0) { - atten_0 = 0.00000000000000000000; + atten_0 = 0.0; } else { @@ -154,8 +149,8 @@ void main() vec3 color_2 = _S10 * _S12 * atten_0; ReflectionRay_0 reflectionRay_0; - TraceRay_0(as_0, uint(1), uint(255), uint(0), uint(0), uint(2), ray_0, reflectionRay_0); + TraceRay_0(as_0, 1U, 255U, 0U, 0U, 2U, ray_0, reflectionRay_0); - imageStore((outputImage_0), ivec2((uvec2(launchID_0))), vec4(color_2 + reflectionRay_0.color_1, 1.00000000000000000000)); + imageStore((outputImage_0), ivec2((uvec2(launchID_0))), vec4(color_2 + reflectionRay_0.color_1, 1.0)); return; }
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