procedural-3d-engine/data/shaders/nv_ray_tracing_shadows/closesthit.rchit

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#version 460
#extension GL_NV_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
layout(location = 0) rayPayloadInNV vec3 hitValue;
layout(location = 2) rayPayloadNV bool shadowed;
hitAttributeNV vec3 attribs;
layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS;
layout(binding = 2, set = 0) uniform CameraProperties
{
mat4 viewInverse;
mat4 projInverse;
vec4 lightPos;
} cam;
layout(binding = 3, set = 0) buffer Vertices { vec4 v[]; } vertices;
layout(binding = 4, set = 0) buffer Indices { uint i[]; } indices;
struct Vertex
{
vec3 pos;
vec3 normal;
vec3 color;
vec2 uv;
float _pad0;
};
Vertex unpack(uint index)
{
vec4 d0 = vertices.v[3 * index + 0];
vec4 d1 = vertices.v[3 * index + 1];
vec4 d2 = vertices.v[3 * index + 2];
Vertex v;
v.pos = d0.xyz;
v.normal = vec3(d0.w, d1.x, d1.y);
v.color = vec3(d1.z, d1.w, d2.x);
return v;
}
void main()
{
ivec3 index = ivec3(indices.i[3 * gl_PrimitiveID], indices.i[3 * gl_PrimitiveID + 1], indices.i[3 * gl_PrimitiveID + 2]);
Vertex v0 = unpack(index.x);
Vertex v1 = unpack(index.y);
Vertex v2 = unpack(index.z);
// Interpolate normal
const vec3 barycentricCoords = vec3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y);
vec3 normal = normalize(v0.normal * barycentricCoords.x + v1.normal * barycentricCoords.y + v2.normal * barycentricCoords.z);
// Basic lighting
vec3 lightVector = normalize(cam.lightPos.xyz);
float dot_product = max(dot(lightVector, normal), 0.2);
hitValue = v0.color * vec3(dot_product);
// Shadow casting
float tmin = 0.001;
float tmax = 100.0;
vec3 origin = gl_WorldRayOriginNV + gl_WorldRayDirectionNV * gl_HitTNV;
shadowed = true;
// Offset indices to match shadow hit/miss index
traceNV(topLevelAS, gl_RayFlagsTerminateOnFirstHitNV | gl_RayFlagsOpaqueNV|gl_RayFlagsSkipClosestHitShaderNV, 0xFF, 1, 0, 1, origin, tmin, lightVector, tmax, 2);
if (shadowed) {
hitValue *= 0.3;
}
}