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authorYong He <yonghe@outlook.com>2023-08-24 16:32:33 -0700
committerGitHub <noreply@github.com>2023-08-24 16:32:33 -0700
commit0470ea05a42d6c3f35d81a433fefdd440500cdbd (patch)
tree25feb7bfd539013bfa64d8ff7698262932e39110 /tests/vkray
parentc515bf9edf0ceefa9a0c9b36626ea7c8f72ce36f (diff)
Misc. SPIRV Fixes, Part 2. (#3147)
* Misc. SPIRV Fixes, Part 2. * Fix up. * Fix. * Add system smenatic values. * 16 bit int and floats, matrix/vector reshape, bool ops. * Fix. * Fix. * Allow push constant entry point params. * entrypoint params. * swizzleSet and swizzledStore. * packoffset. * string hash. * Fix. * Matrix arithmetics. --------- Co-authored-by: Yong He <yhe@nvidia.com>
Diffstat (limited to 'tests/vkray')
-rw-r--r--tests/vkray/raygen.slang.glsl52
1 files changed, 26 insertions, 26 deletions
diff --git a/tests/vkray/raygen.slang.glsl b/tests/vkray/raygen.slang.glsl
index 28bd5956b..69dc74c53 100644
--- a/tests/vkray/raygen.slang.glsl
+++ b/tests/vkray/raygen.slang.glsl
@@ -2,24 +2,6 @@
#extension GL_EXT_ray_tracing : require
layout(row_major) uniform;
layout(row_major) buffer;
-struct ReflectionRay_0
-{
- float color_1;
-};
-
-layout(location = 0)
-rayPayloadEXT
-ReflectionRay_0 p_0;
-
-struct ShadowRay_0
-{
- float hitDistance_0;
-};
-
-layout(location = 1)
-rayPayloadEXT
-ShadowRay_0 p_1;
-
layout(binding = 0)
uniform texture2D samplerPosition_0;
@@ -49,7 +31,32 @@ layout(std140) uniform _S1
vec4 viewPos_0;
mat4x4 view_0;
mat4x4 model_0;
-} ubo_0;
+}ubo_0;
+layout(binding = 5)
+uniform accelerationStructureEXT as_0;
+
+layout(rgba32f)
+layout(binding = 4)
+uniform image2D outputImage_0;
+
+struct ReflectionRay_0
+{
+ float color_1;
+};
+
+layout(location = 0)
+rayPayloadEXT
+ReflectionRay_0 p_0;
+
+struct ShadowRay_0
+{
+ float hitDistance_0;
+};
+
+layout(location = 1)
+rayPayloadEXT
+ShadowRay_0 p_1;
+
struct RayDesc_0
{
vec3 Origin_0;
@@ -74,18 +81,11 @@ void TraceRay_1(accelerationStructureEXT AccelerationStructure_1, uint RayFlags_
return;
}
-layout(binding = 5)
-uniform accelerationStructureEXT as_0;
-
float saturate_0(float x_0)
{
return clamp(x_0, 0.0, 1.0);
}
-layout(rgba32f)
-layout(binding = 4)
-uniform image2D outputImage_0;
-
void main()
{
uvec3 _S2 = ((gl_LaunchIDEXT));