Moved shaders to new directory

This commit is contained in:
Sascha Willems 2023-05-09 21:03:02 +02:00
parent 0b3f8340e3
commit 99b226237a
1244 changed files with 0 additions and 0 deletions

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#version 460 core
#extension GL_EXT_ray_tracing : enable
layout(location = 0) callableDataInEXT vec3 outColor;
void main()
{
// Generate a checker board pattern
vec2 pos = vec2(gl_LaunchIDEXT / 8);
outColor = vec3(mod(pos.x + mod(pos.y, 2.0), 2.0));
}

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#version 460 core
#extension GL_EXT_ray_tracing : enable
layout(location = 0) callableDataInEXT vec3 outColor;
void main()
{
outColor = vec3(0.0, 1.0, 0.0);
}

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#version 460 core
#extension GL_EXT_ray_tracing : enable
layout(location = 0) callableDataInEXT vec3 outColor;
void main()
{
// Generate a line pattern
vec2 pos = vec2(gl_LaunchIDEXT / 8);
outColor = vec3(mod(pos.y, 2.0));
}

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#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
layout(location = 0) rayPayloadInEXT vec3 hitValue;
layout(location = 0) callableDataEXT vec3 outColor;
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
void main()
{
// Execute the callable shader indexed by the current geometry being hit
// For our sample this means that the first callable shader in the SBT is invoked for the first triangle, the second callable shader for the second triangle, etc.
executeCallableEXT(gl_GeometryIndexEXT, 0);
hitValue = outColor;
}

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#version 460
#extension GL_EXT_ray_tracing : require
layout(location = 0) rayPayloadInEXT vec3 hitValue;
void main()
{
hitValue = vec3(0.0, 0.0, 0.2);
}

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#version 460
#extension GL_EXT_ray_tracing : require
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 0, rgba8) uniform image2D image;
layout(binding = 2, set = 0) uniform CameraProperties
{
mat4 viewInverse;
mat4 projInverse;
} cam;
layout(location = 0) rayPayloadEXT vec3 hitValue;
void main()
{
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeEXT.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 / target.w), 0) ;
uint rayFlags = gl_RayFlagsOpaqueEXT;
uint cullMask = 0xff;
float tmin = 0.001;
float tmax = 10000.0;
traceRayEXT(topLevelAS, rayFlags, cullMask, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
}

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