WorldRayOrigin¶
Description¶
Returns the origin of the current ray in world space.
Signature¶
vector<float, 3> WorldRayOrigin();
Return value¶
World-space position where the ray originated
Remarks¶
Available in any-hit, closest-hit, intersection, and miss shaders
Availability and Requirements¶
Defined for the following targets:
hlsl¶
Available in stages: closesthit, anyhit, miss, intersection.
glsl¶
Available in stages: closesthit, anyhit, miss, intersection.
cuda¶
Available in stages: closesthit, anyhit, miss, intersection.
spirv¶
Available in stages: closesthit, anyhit, miss, intersection.
Requires capability: spvRayTracingKHR.