Fixed a bug with ray reconstruction.

This commit is contained in:
Justin Marshall
2026-05-03 19:06:55 -07:00
parent 38536b4a33
commit 1a7a463c80
17 changed files with 859 additions and 80 deletions
+12 -1
View File
@@ -1662,7 +1662,16 @@ typedef struct glRaytracingLight_s
// point/spot: 0 disables shadows, non-zero enables them
uint32_t twoSided; // rect: 0/1, ignored for point / spot
float persistant;
float pad1;
union
{
// Backward-compatible name. Kept so existing code that zeroes/uses pad1
// still has the same ABI and StructuredBuffer stride.
float pad1;
// Point/spot volumetric light scattering strength. <= 0 disables it.
// Useful Doom 3-range values are generally 0.25f..1.0f.
float volumetricScattering;
};
glRaytracingVec3_t pointRadius; // point: XYZ attenuation radii
// spot: x = near clip, y/z unused
@@ -2244,3 +2253,5 @@ extern "C" {
#ifdef __cplusplus
}
#endif
void glRaytracingLightingSetVolumetricScattering(glRaytracingLight_t* light, float strength);