procedural-3d-engine/shaders/glsl/raytracingpositionfetch/closesthit.rchit

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/* Copyright (c) 2024, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_nonuniform_qualifier : enable
// This extension is required for fetching position data in the closes hit shader
#extension GL_EXT_ray_tracing_position_fetch : require
layout(location = 0) rayPayloadInEXT vec3 hitValue;
hitAttributeEXT vec2 attribs;
layout(binding = 2, set = 0) uniform UBO
{
mat4 viewInverse;
mat4 projInverse;
vec4 lightPos;
} ubo;
void main()
{
// We need the barycentric coordinates to calculate data for the current position
const vec3 barycentricCoords = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// With VK_KHR_ray_tracing_position_fetch we can access the vertices for the hit triangle in the shader
vec3 vertexPos0 = gl_HitTriangleVertexPositionsEXT[0];
vec3 vertexPos1 = gl_HitTriangleVertexPositionsEXT[1];
vec3 vertexPos2 = gl_HitTriangleVertexPositionsEXT[2];
vec3 currentPos = vertexPos0 * barycentricCoords.x + vertexPos1 * barycentricCoords.y + vertexPos2 * barycentricCoords.z;
// Calcualte the normal from above values
vec3 normal = normalize(cross(vertexPos1 - vertexPos0, vertexPos2 - vertexPos0));
normal = normalize(vec3(normal * gl_WorldToObjectEXT));
// Visualize the normal
hitValue = normal;
// Basic lighting
vec3 lightDir = normalize(ubo.lightPos.xyz - currentPos);
float diffuse = max(dot(normal, lightDir), 0.0);
hitValue = vec3(0.1 + diffuse);
}