Buffering with Vulkan, loading stuff, etc. Last time we sort of answered "Where'd the vertex shader go?" In case you missed it: "Where'd the fragment shader go?" Ray Generation Shader mostly, also kinda hit and miss shaders So how about that shadow ray part? I feel like somebody should write a poem about shadow rays What if we comment it out? The shadows go away... miss index and how'd it ever find that So the hit shader invokes a trace "regular" rays come from the camera Zac's question: Seems generally only one acceleration structure traceRayEXT seems to assume only one How is the compute shader invoked, anyway? About this shared vertex buffer Hard to read through the abstraction