#include "macros.hlsl" #include "ray_trace.hlsl" struct MeshPayload { float3 m_vColor; } struct RayPayload { float3 m_vOrigin; float3 m_vDirection; }; RAY { funnyAccelerationStructure g_asGlobal; Texture2D g_tWorldSpaceCoords; RWTexture2D g_tDirectImage; RWTexture2D g_tIndirectImage; void rayMain() { RayPayload p = {}; RunShaderResult_t m = RunShader(0, p); m.val.m_vColor; printf("%f\n", m.val.m_vColor.x); /* uint2 pixel = DispatchRaysIndex().xy; MeshPayload p; RayDesc ray; ray.Origin = g_tWorldSpaceCoords[pixel]; ray.Direction = float3(1,0,0); ray.TMin = 0.001; ray.TMax = 10000; funnyHitObject hit = funnyHitObject::TraceRay(g_asGlobal, RAY_FLAG_NONE, 0xFF, 0, 1, 0, ray, p); */ } }