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idTech 8 style path tracing.
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+1019
-251
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@@ -1714,7 +1714,8 @@ typedef struct glRaytracingLight_s
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uint32_t iesTextureId; // optional GL texture containing a lat-long IES profile
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float iesStrength; // 0 disables, 1 uses texture as authored
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float iesPad[2];
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int32_t areaNum; // proc/render portal area, -1 if unknown
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float iesPad;
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} glRaytracingLight_t;
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typedef struct glRaytracingLightingPassDesc_s
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@@ -1731,6 +1732,9 @@ typedef struct glRaytracingLightingPassDesc_s
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ID3D12Resource* positionTexture;
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DXGI_FORMAT positionFormat;
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ID3D12Resource* velocityTexture;
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DXGI_FORMAT velocityFormat;
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ID3D12Resource* outputTexture;
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DXGI_FORMAT outputFormat;
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@@ -1841,6 +1845,7 @@ void glRaytracingLightingSetAmbient(float r, float g, floa
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void glRaytracingLightingSetCameraPosition(float x, float y, float z);
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void glRaytracingLightingSetInvViewProjMatrix(const float* m16);
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void glRaytracingLightingSetInvViewMatrix(const float* m16);
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void glRaytracingLightingSetHistoryReset(int reset);
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void glRaytracingLightingSetNormalReconstructSign(float signValue);
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void glRaytracingLightingEnableSpecular(int enable);
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void glRaytracingLightingEnableHalfLambert(int enable);
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@@ -2345,7 +2350,7 @@ extern "C" {
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void glRaytracingSetMeshMaterialFlags(glRaytracingMeshHandle_t meshHandle, uint32_t materialFlags);
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void glRaytracingSetMeshGlass(glRaytracingMeshHandle_t meshHandle, int isGlass);
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void glRaytracingSetMeshAverageColor(glRaytracingMeshHandle_t meshHandle, float r, float g, float b, float a);
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void glRaytracingSetMeshProcMetadata(glRaytracingMeshHandle_t meshHandle, uint32_t procFlags, float emissiveR, float emissiveG, float emissiveB, float emissivePower);
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void glRaytracingSetMeshProcMetadata(glRaytracingMeshHandle_t meshHandle, uint32_t procFlags, int areaNum, float emissiveR, float emissiveG, float emissiveB, float emissivePower);
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// For callers that create raytracing instances directly instead of using the
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// shim's glUpdateTopLevelAceelStructure() helper. Glass meshes must also use
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