Scene rt work
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@@ -161,6 +161,11 @@ void raygeneration() {
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void closesthit(inout RayPayload payload, in BuiltInTriangleIntersectionAttributes attr) {
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const uint triangle_index_stride = 12; // 3 * 4
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uint base_index = PrimitiveIndex() * triangle_index_stride;
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#ifdef _FORGE
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base_index += InstanceID(); // Offset to index buffer of this instance
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#endif
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uint3 indices_sample = indices.Load3(base_index);
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float2 vertex_uvs[3] = {
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@@ -192,7 +197,8 @@ void closesthit(inout RayPayload payload, in BuiltInTriangleIntersectionAttribut
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float3 n = normalize(hit_attribute(vertex_normals, attr));
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#ifdef _FORGE
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n = mul((float3x3)(ObjectToWorld3x4()), n);
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n = mul((float3x3)(WorldToObject4x3()), n);
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n = normalize(n);
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#endif
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mytexture1.GetDimensions(size.x, size.y);
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