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

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/* Copyright (c) 2024, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct Attributes
{
float2 bary;
};
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
struct UBO
{
float4x4 viewInverse;
float4x4 projInverse;
float4 lightPos;
};
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ConstantBuffer<UBO> ubo : register(b2);
// We need to use special syntax for SPIR-V inlines
#define HitTriangleVertexPositionsKHR 5335
#define RayTracingPositionFetchKHR 5336
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[[vk::ext_extension("SPV_KHR_ray_tracing_position_fetch")]]
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[[vk::ext_capability(RayTracingPositionFetchKHR)]]
[[vk::ext_builtin_input(HitTriangleVertexPositionsKHR)]]
const static float3 gl_HitTriangleVertexPositions[3];
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[shader("closesthit")]
void main(inout Payload p, in Attributes attribs)
{
// We need the barycentric coordinates to calculate data for the current position
const float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y);
// With VK_KHR_ray_tracing_position_fetch we can access the vertices for the hit triangle in the shader
float3 vertexPos0 = gl_HitTriangleVertexPositions[0];
float3 vertexPos1 = gl_HitTriangleVertexPositions[1];
float3 vertexPos2 = gl_HitTriangleVertexPositions[2];
float3 currentPos = vertexPos0 * barycentricCoords.x + vertexPos1 * barycentricCoords.y + vertexPos2 * barycentricCoords.z;
// Calcualte the normal from above values
float3 normal = normalize(cross(vertexPos1 - vertexPos0, vertexPos2 - vertexPos0));
normal = normalize(mul(float4(normal, 1.0), WorldToObject4x3()));
// Basic lighting
float3 lightDir = normalize(ubo.lightPos.xyz - currentPos);
float diffuse = max(dot(normal, lightDir), 0.0);
p.hitValue.rgb = 0.1 + diffuse;
}