Callables shouldn't have incoming ray flags
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5 changed files with 32 additions and 45 deletions
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@ -8,8 +8,6 @@ void main()
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{
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uvec3 id = gl_LaunchIDNV;
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uvec3 size = gl_LaunchSizeNV;
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uint curFlags = gl_IncomingRayFlagsNV;
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curFlags = curFlags & gl_RayFlagsOpaqueNV;
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data1 = 256U;
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executeCallableNV(2,1);
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}
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