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README.md

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### Remix API
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If there's an intent to use the Remix Renderer in projects with *available* source code, Direct3D 9 API can be utilized, since Remix's `d3d9.dll` implements the Direct3D 9 API.
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Alternatively, Remix API can be used to programmatically pass the game data to the Remix Renderer, with *or* instead of Direct3D API. [Click for more info.](/tests/rtx/apps/README.md)
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Alternatively, Remix API can be used to programmatically pass the game data to the Remix Renderer, with *or* instead of Direct3D API. [Click for more info.](/documentation/RemixSDK.md)
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## Project Documentation
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- [Anti-Culling System](/documentation/AntiCullingSystem.md)
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- [Foliage System](/documentation/FoliageSystem.md)
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- [GPU Print](/documentation/GpuPrint.md)
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- [Opacity Micromap](/documentation/OpacityMicromap.md)
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- [Remix API](/tests/rtx/apps/README.md)
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- [Remix API](/documentation/RemixSDK.md)
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- [Rtx Options](/RtxOptions.md)
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- [Terrain System](/documentation/TerrainSystem.md)
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- [Unit Test](/documentation/UnitTest.md)

documentation/RemixSDK.md

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As with other rendering engines, there are common steps of
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initialiazation, resource registration (meshes, materials, lights), and submitting the said resources to each frame to be rendered.
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[remixapi_example_c.c](RemixAPI_C/remixapi_example_c.c) contains a minimal example in C to render a path traced triangle using the Remix API.
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[remixapi_example_c.c](/tests/rtx/apps/RemixAPI_C/remixapi_example_c.c) contains a minimal example in C to render a path traced triangle using the Remix API.
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<details>
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* To register, call `remixapi_Interface::CreateMaterial` specifying `remixapi_MaterialInfo`, but `.pNext` must be a pointer to one of:
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* `remixapi_MaterialInfoOpaqueEXT` -- for a generic material
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* `remixapi_MaterialInfoTranslucentEXT` -- for a glass material
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* For the default values, corresponding default constructors can be examined in the C++ wrapper [remix.h](../../../public/include/remix/remix.h)
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* For the default values, corresponding default constructors can be examined in the C++ wrapper [remix.h](/public/include/remix/remix.h)
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* *Note: at the time of writing, the material API is still not refined to work with non-file image data, and overall structure just reflects the internal representation of materials, which might be not as simple to use. The primary subject to change.*
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Light:
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*Note: to set `rtx.conf` options at runtime, use `remixapi_Interface::SetConfigVariable`*
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*Note: [remixapi_example_c.c](RemixAPI_C/remixapi_example_c.c) contains all the steps listed above, and should draw a triangle.*
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*Note: [remixapi_example_c.c](/tests/rtx/apps/RemixAPI_C/remixapi_example_c.c) contains all the steps listed above, and should draw a triangle.*
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src/dxvk/imgui/dxvk_imgui_about.cpp

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"James 'jdswebb' Webb",
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"David 'King David' Wiltos",
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"Dayton 'watbulb'"
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"Lorenzo 'King Vulpes' Acevedo",
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"Lorenzo 'King Vulpes' Acevedo"
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"Basil 'EliteCombineSoldier'",
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}},
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{ "Engineering",
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{ "Riley Alston",

src/dxvk/shaders/rtx/pass/composite/composite.comp.slang

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const float perceptualRoughness = primaryVirtualWorldNormalPerceptualRoughness.w;
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// Note: Relying on the same sentinel value outputted to the linear view Z which NRD relies on, so this is safe (and lets us not have to read
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// in the cone radius texture which typically contains the flag we use to determine this).
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const bool primaryMiss = primaryLinearViewZ == cb.primaryDirectMissLinearViewZ;
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const bool primaryMiss = primaryLinearViewZ == cb.primaryDirectMissLinearViewZ
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&& !geometryFlags.performPSTR
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&& !geometryFlags.performPSRR; // must not be PSR
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const vec3 secondaryAttenuation = r11g11b10ToColor(imageLoad(SecondaryAttenuation, thread_id.xy));
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const vec3 secondaryAlbedo = texelFetch(SecondaryAlbedo, thread_id.xy, 0).xyz;

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