Moved shaders to new directory
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_ray_query : enable
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layout (binding = 1, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) in vec3 inWorldPos;
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layout (location = 0) out vec4 outFragColor;
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#define ambient 0.1
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void main()
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{
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = normalize(-reflect(L, N));
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vec3 diffuse = max(dot(N, L), ambient) * inColor;
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outFragColor = vec4(diffuse, 1.0);
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, inWorldPos, 0.01, L, 1000.0);
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// Traverse the acceleration structure and store information about the first intersection (if any)
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rayQueryProceedEXT(rayQuery);
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// If the intersection has hit a triangle, the fragment is shadowed
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if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT ) {
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outFragColor *= 0.1;
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}
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}
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