The goal of this example is to demonstrate how to use hardware ray-tracing in Slang.
The shaders.slang
file contains a compute shader that traces primary rays from camera and shade intersections with basic lighting + ray-traced shadows. The file also defines a vertex and a fragment shader entry point for displaying the ray-traced image produced by the compute shader.
The main.cpp
file contains the C++ application code, showing how to use the Slang API to load and compile the shader code, and how to use a graphics API abstraction layer implemented in tools/gfx
to initiate hardware ray-tracing.
Note that this abstraction layer is not required in order to work with Slang, and it is just there to help us write example and test applications more conveniently.