Added comments and updated optional stream buffer bitmasks
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+4
-4
@@ -152,10 +152,10 @@ ShaderResourceGroup RayTracingSceneSrg : SRG_RayTracingScene
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#define MESH_POSITION_BUFFER_OFFSET 1
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#define MESH_NORMAL_BUFFER_OFFSET 2
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// buffer flag bits indicating if optional buffers are present
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#define MESH_BUFFER_FLAG_TANGENT 1
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#define MESH_BUFFER_FLAG_BITANGENT 2
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#define MESH_BUFFER_FLAG_UV 3
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// buffer flag bits indicating if optional buffers are present (note: these are bit masks)
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#define MESH_BUFFER_FLAG_TANGENT (1 << 0)
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#define MESH_BUFFER_FLAG_BITANGENT (1 << 1)
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#define MESH_BUFFER_FLAG_UV (1 << 2)
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// Unbounded array of mesh stream buffers:
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// - Index, Position, Normal stream buffers are always present
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+3
-3
@@ -33,9 +33,9 @@ struct VertexData
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{
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float3 m_position;
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float3 m_normal;
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float4 m_tangent;
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float3 m_bitangent;
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float2 m_uv;
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float4 m_tangent; // optional: use only if MESH_BUFFER_FLAG_TANGENT in MeshData.m_bufferFlags is set
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float3 m_bitangent; // optional: use only if MESH_BUFFER_FLAG_BITANGENT in MeshData.m_bufferFlags is set
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float2 m_uv; // optional: use only if MESH_BUFFER_FLAG_UV in MeshData.m_bufferFlags is set
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};
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VertexData GetHitInterpolatedVertexData(RayTracingSceneSrg::MeshInfo meshInfo, float2 builtInBarycentrics)
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