Added sample for VK_KHR_ray_tracing_position_fetch
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shaders/glsl/raytracingpositionfetch/closesthit.rchit
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shaders/glsl/raytracingpositionfetch/closesthit.rchit
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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// This extension is required for fetching position data in the closes hit shader
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#extension GL_EXT_ray_tracing_position_fetch : require
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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hitAttributeEXT vec2 attribs;
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layout(binding = 2, set = 0) uniform UBO
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{
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mat4 viewInverse;
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mat4 projInverse;
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vec4 lightPos;
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} ubo;
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void main()
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{
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// We need the barycentric coordinates to calculate data for the current position
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const vec3 barycentricCoords = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
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// With VK_KHR_ray_tracing_position_fetch we can access the vertices for the hit triangle in the shader
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vec3 vertexPos0 = gl_HitTriangleVertexPositionsEXT[0];
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vec3 vertexPos1 = gl_HitTriangleVertexPositionsEXT[1];
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vec3 vertexPos2 = gl_HitTriangleVertexPositionsEXT[2];
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vec3 currentPos = vertexPos0 * barycentricCoords.x + vertexPos1 * barycentricCoords.y + vertexPos2 * barycentricCoords.z;
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// Calcualte the normal from above values
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vec3 normal = normalize(cross(vertexPos1 - vertexPos0, vertexPos2 - vertexPos0));
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normal = normalize(vec3(normal * gl_WorldToObjectEXT));
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// Visualize the normal
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hitValue = normal;
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// Basic lighting
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vec3 lightDir = normalize(ubo.lightPos.xyz - currentPos);
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float diffuse = max(dot(normal, lightDir), 0.0);
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hitValue = vec3(0.1 + diffuse);
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}
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shaders/glsl/raytracingpositionfetch/closesthit.rchit.spv
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shaders/glsl/raytracingpositionfetch/closesthit.rchit.spv
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shaders/glsl/raytracingpositionfetch/miss.rmiss
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shaders/glsl/raytracingpositionfetch/miss.rmiss
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#version 460
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#extension GL_EXT_ray_tracing : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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void main()
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{
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hitValue = vec3(0.0, 0.0, 0.2);
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}
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shaders/glsl/raytracingpositionfetch/miss.rmiss.spv
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shaders/glsl/raytracingpositionfetch/miss.rmiss.spv
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shaders/glsl/raytracingpositionfetch/raygen.rgen
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shaders/glsl/raytracingpositionfetch/raygen.rgen
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#version 460
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#extension GL_EXT_ray_tracing : enable
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 1, set = 0, rgba8) uniform image2D image;
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layout(binding = 2, set = 0) uniform CameraProperties
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{
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mat4 viewInverse;
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mat4 projInverse;
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vec4 lightPos;
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} ubo;
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layout(location = 0) rayPayloadEXT vec3 hitValue;
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void main()
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{
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const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
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const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeEXT.xy);
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vec2 d = inUV * 2.0 - 1.0;
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vec4 origin = ubo.viewInverse * vec4(0,0,0,1);
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vec4 target = ubo.projInverse * vec4(d.x, d.y, 1, 1) ;
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vec4 direction = ubo.viewInverse*vec4(normalize(target.xyz), 0) ;
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float tmin = 0.001;
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float tmax = 10000.0;
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hitValue = vec3(0.0);
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traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
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}
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shaders/glsl/raytracingpositionfetch/raygen.rgen.spv
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shaders/glsl/raytracingpositionfetch/raygen.rgen.spv
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