Added sample for VK_KHR_ray_tracing_position_fetch
This commit is contained in:
parent
a0940b2a55
commit
85018e6b09
8 changed files with 661 additions and 0 deletions
46
shaders/glsl/raytracingpositionfetch/closesthit.rchit
Normal file
46
shaders/glsl/raytracingpositionfetch/closesthit.rchit
Normal file
|
|
@ -0,0 +1,46 @@
|
|||
/* 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);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue