Add slang shaders for ray query sample
This commit is contained in:
parent
dde011039e
commit
150b510868
1 changed files with 81 additions and 0 deletions
81
shaders/slang/rayquery/scene.slang
Normal file
81
shaders/slang/rayquery/scene.slang
Normal file
|
|
@ -0,0 +1,81 @@
|
|||
/* Copyright (c) 2025, Sascha Willems
|
||||
*
|
||||
* SPDX-License-Identifier: MIT
|
||||
*
|
||||
*/
|
||||
|
||||
struct VSInput
|
||||
{
|
||||
float3 Pos;
|
||||
float2 UV;
|
||||
float3 Color;
|
||||
float3 Normal;
|
||||
}
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
float3 Normal;
|
||||
float3 Color;
|
||||
float3 ViewVec;
|
||||
float3 LightVec;
|
||||
float3 WorldPos;
|
||||
}
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 view;
|
||||
float4x4 model;
|
||||
float3 lightPos;
|
||||
};
|
||||
ConstantBuffer<UBO> ubo;
|
||||
|
||||
RaytracingAccelerationStructure accelStruct;
|
||||
|
||||
#define ambient 0.1
|
||||
|
||||
[shader("vertex")]
|
||||
VSOutput vertexMain(VSInput input)
|
||||
{
|
||||
VSOutput output;
|
||||
output.Color = input.Color;
|
||||
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
|
||||
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
|
||||
output.WorldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
|
||||
output.Normal = mul((float4x3)ubo.model, input.Normal).xyz;
|
||||
output.LightVec = normalize(ubo.lightPos - input.Pos);
|
||||
output.ViewVec = -pos.xyz;
|
||||
return output;
|
||||
}
|
||||
|
||||
[shader("fragment")]
|
||||
float4 fragmentMain(VSOutput input)
|
||||
{
|
||||
float3 N = normalize(input.Normal);
|
||||
float3 L = normalize(input.LightVec);
|
||||
float3 V = normalize(input.ViewVec);
|
||||
float3 R = normalize(-reflect(L, N));
|
||||
float3 diffuse = max(dot(N, L), ambient) * input.Color;
|
||||
|
||||
float4 color = float4(diffuse, 1.0);
|
||||
|
||||
RayDesc rayDesc;
|
||||
rayDesc.Origin = input.WorldPos;
|
||||
rayDesc.Direction = L;
|
||||
rayDesc.TMin = 0.01;
|
||||
rayDesc.TMax = 1000.0;
|
||||
|
||||
RayQuery<RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH> rayQuery;
|
||||
rayQuery.TraceRayInline(accelStruct, RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH, 0xFF, rayDesc);
|
||||
|
||||
// Traverse the acceleration structure and store information about the first intersection (if any)
|
||||
rayQuery.Proceed();
|
||||
|
||||
// If the intersection has hit a triangle, the fragment is shadowed
|
||||
if (rayQuery.CommittedStatus() == COMMITTED_TRIANGLE_HIT) {
|
||||
color *= 0.1;
|
||||
}
|
||||
|
||||
return color;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue