Moved shaders to new directory
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19
shaders/glsl/raytracingsbtdata/closesthit.rchit
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shaders/glsl/raytracingsbtdata/closesthit.rchit
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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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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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hitAttributeEXT vec2 attribs;
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layout(shaderRecordEXT, std430) buffer SBT {
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float r;
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float g;
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float b;
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};
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void main()
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{
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// Update the hit value to the hit record SBT data associated with this
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// geometry ID and ray ID
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hitValue = vec3(r, g, b);
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}
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shaders/glsl/raytracingsbtdata/closesthit.rchit.spv
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shaders/glsl/raytracingsbtdata/closesthit.rchit.spv
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shaders/glsl/raytracingsbtdata/miss.rmiss
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shaders/glsl/raytracingsbtdata/miss.rmiss
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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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layout(shaderRecordEXT, std430) buffer SBT {
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float r;
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float g;
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float b;
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};
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void main()
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{
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// Update the hit value to the hit record SBT data associated with this
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// miss record
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hitValue = vec3(r, g, b);
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}
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shaders/glsl/raytracingsbtdata/miss.rmiss.spv
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shaders/glsl/raytracingsbtdata/miss.rmiss.spv
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shaders/glsl/raytracingsbtdata/raygen.rgen
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shaders/glsl/raytracingsbtdata/raygen.rgen
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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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} cam;
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layout(location = 0) rayPayloadEXT vec3 hitValue;
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layout(shaderRecordEXT, std430) buffer SBT {
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float r;
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float g;
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float b;
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};
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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), 0) ;
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float tmin = 0.001;
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float tmax = 10000.0;
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// use border to demonstrate raygen record data
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if (all(greaterThan(gl_LaunchIDEXT.xy, ivec2(16, 16))) && all(lessThan(gl_LaunchIDEXT.xy, gl_LaunchSizeEXT.xy - ivec2(16, 16))))
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{
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// Generate a checker board pattern to trace out rays or use hit record data
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ivec2 pos = ivec2(gl_LaunchIDEXT / 16);
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if (((pos.x + pos.y % 2) % 2) == 0) {
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// This will set hit value to either hit or miss SBT record color
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traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
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}
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else {
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// Set the hit value to the raygen SBT data
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hitValue = vec3(r, g, b);
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}
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}
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else {
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// Set hit value to black
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hitValue = vec3(0.0, 0.0, 0.0);
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}
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
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}
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shaders/glsl/raytracingsbtdata/raygen.rgen.spv
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shaders/glsl/raytracingsbtdata/raygen.rgen.spv
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