procedural-3d-engine/data/shaders/nv_ray_tracing_shadows/raygen.rgen

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#version 460
#extension GL_NV_ray_tracing : require
layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS;
layout(binding = 1, set = 0, rgba8) uniform image2D image;
layout(binding = 2, set = 0) uniform CameraProperties
{
mat4 viewInverse;
mat4 projInverse;
vec4 lightPos;
} cam;
layout(location = 0) rayPayloadNV vec3 hitValue;
void main()
{
const vec2 pixelCenter = vec2(gl_LaunchIDNV.xy) + vec2(0.5);
const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeNV.xy);
vec2 d = inUV * 2.0 - 1.0;
vec4 origin = cam.viewInverse * vec4(0,0,0,1);
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ;
vec4 direction = cam.viewInverse*vec4(normalize(target.xyz), 0) ;
uint rayFlags = gl_RayFlagsOpaqueNV;
uint cullMask = 0xff;
float tmin = 0.001;
float tmax = 10000.0;
traceNV(topLevelAS, rayFlags, cullMask, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
imageStore(image, ivec2(gl_LaunchIDNV.xy), vec4(hitValue, 0.0));
}