Moved shaders to new directory
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shaders/glsl/raytracingcallable/callable1.rcall
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shaders/glsl/raytracingcallable/callable1.rcall
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#version 460 core
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#extension GL_EXT_ray_tracing : enable
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layout(location = 0) callableDataInEXT vec3 outColor;
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void main()
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{
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// Generate a checker board pattern
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vec2 pos = vec2(gl_LaunchIDEXT / 8);
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outColor = vec3(mod(pos.x + mod(pos.y, 2.0), 2.0));
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}
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shaders/glsl/raytracingcallable/callable1.rcall.spv
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shaders/glsl/raytracingcallable/callable1.rcall.spv
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shaders/glsl/raytracingcallable/callable2.rcall
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shaders/glsl/raytracingcallable/callable2.rcall
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#version 460 core
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#extension GL_EXT_ray_tracing : enable
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layout(location = 0) callableDataInEXT vec3 outColor;
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void main()
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{
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outColor = vec3(0.0, 1.0, 0.0);
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}
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shaders/glsl/raytracingcallable/callable2.rcall.spv
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shaders/glsl/raytracingcallable/callable2.rcall.spv
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shaders/glsl/raytracingcallable/callable3.rcall
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shaders/glsl/raytracingcallable/callable3.rcall
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#version 460 core
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#extension GL_EXT_ray_tracing : enable
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layout(location = 0) callableDataInEXT vec3 outColor;
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void main()
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{
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// Generate a line pattern
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vec2 pos = vec2(gl_LaunchIDEXT / 8);
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outColor = vec3(mod(pos.y, 2.0));
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}
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shaders/glsl/raytracingcallable/callable3.rcall.spv
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shaders/glsl/raytracingcallable/callable3.rcall.spv
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shaders/glsl/raytracingcallable/closesthit.rchit
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shaders/glsl/raytracingcallable/closesthit.rchit
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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layout(location = 0) callableDataEXT vec3 outColor;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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void main()
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{
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// Execute the callable shader indexed by the current geometry being hit
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// 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.
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executeCallableEXT(gl_GeometryIndexEXT, 0);
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hitValue = outColor;
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}
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shaders/glsl/raytracingcallable/closesthit.rchit.spv
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shaders/glsl/raytracingcallable/closesthit.rchit.spv
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shaders/glsl/raytracingcallable/miss.rmiss
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shaders/glsl/raytracingcallable/miss.rmiss
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#version 460
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#extension GL_EXT_ray_tracing : require
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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/raytracingcallable/miss.rmiss.spv
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shaders/glsl/raytracingcallable/miss.rmiss.spv
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shaders/glsl/raytracingcallable/raygen.rgen
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shaders/glsl/raytracingcallable/raygen.rgen
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#version 460
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#extension GL_EXT_ray_tracing : require
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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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} cam;
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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 = cam.viewInverse * vec4(0,0,0,1);
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vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ;
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vec4 direction = cam.viewInverse*vec4(normalize(target.xyz / target.w), 0) ;
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uint rayFlags = gl_RayFlagsOpaqueEXT;
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uint cullMask = 0xff;
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float tmin = 0.001;
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float tmax = 10000.0;
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traceRayEXT(topLevelAS, rayFlags, cullMask, 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/raytracingcallable/raygen.rgen.spv
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shaders/glsl/raytracingcallable/raygen.rgen.spv
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