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https://github.com/jmarshall23/DoomRTX.git
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Fixed a bug with ray reconstruction.
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+12
-1
@@ -1662,7 +1662,16 @@ typedef struct glRaytracingLight_s
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// point/spot: 0 disables shadows, non-zero enables them
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uint32_t twoSided; // rect: 0/1, ignored for point / spot
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float persistant;
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float pad1;
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union
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{
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// Backward-compatible name. Kept so existing code that zeroes/uses pad1
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// still has the same ABI and StructuredBuffer stride.
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float pad1;
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// Point/spot volumetric light scattering strength. <= 0 disables it.
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// Useful Doom 3-range values are generally 0.25f..1.0f.
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float volumetricScattering;
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};
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glRaytracingVec3_t pointRadius; // point: XYZ attenuation radii
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// spot: x = near clip, y/z unused
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@@ -2244,3 +2253,5 @@ extern "C" {
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#ifdef __cplusplus
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}
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#endif
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void glRaytracingLightingSetVolumetricScattering(glRaytracingLight_t* light, float strength);
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