#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"
int g_SampleOffset;
float g_PushOff;
RWStructuredBuffer<float4> g_ExpandedOutput;
float g_AOMaxDistance;
void AccumulateInternal(UnifiedRT::DispatchInfo dispatchInfo)
{
float3 worldPosition = 0.f;
float3 worldNormal = 0.f;
float3 worldFaceNormal = 0.f;
uint localSampleOffset = 0;
uint2 instanceTexelPos = 0;
const bool gotSample = GetExpandedSample(dispatchInfo.dispatchThreadID.x, localSampleOffset, instanceTexelPos, worldPosition, worldNormal, worldFaceNormal);
if (!gotSample)
return;
g_ExpandedOutput[dispatchInfo.dispatchThreadID.x] = float4(worldNormal, 1.0f);
}