#pragma only_renderers d3d11 vulkan metal glcore
#define UNIFIED_RT_GROUP_SIZE_X 64
#define UNIFIED_RT_GROUP_SIZE_Y 1
#define UNIFIED_RT_RAYGEN_FUNC AccumulateInternal
#include "PathTracing.hlsl"
#include "LightmapIntegrationHelpers.hlsl"
RWStructuredBuffer<float2> g_LightmapSamplesExpanded;
void AccumulateInternal(UnifiedRT::DispatchInfo dispatchInfo)
{
float3 worldPosition = 0.f;
float3 worldNormal = 0.f;
float3 worldFaceNormal = 0.f;
float2 uv1 = 0.f;
const bool gotSample = GetExpandedSample(dispatchInfo.dispatchThreadID.x, worldPosition, worldNormal, worldFaceNormal, uv1);
if (!gotSample)
return;
g_LightmapSamplesExpanded[dispatchInfo.dispatchThreadID.x] = uv1;
}