Slang "Ray Tracing Pipeline" Example ====================================== The goal of this example is to demonstrate how to write shaders for ray-tracing pipelines in Slang. The `shaders.slang` file contains a set of ray-tracing shader entry-points 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 set-up and use ray-tracing pipelines (DXR 1.0 equivalent API). 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.