Ray tracing texturing and alpha mapping sample

This commit is contained in:
Sascha Willems 2023-04-09 11:37:44 +02:00
parent 5645c2657f
commit d0ad204606
11 changed files with 49 additions and 8 deletions

View file

@ -1,4 +1,11 @@
/* Copyright (c) 2023, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_nonuniform_qualifier : require
@ -9,14 +16,16 @@
layout(location = 0) rayPayloadInEXT vec3 hitValue;
hitAttributeEXT vec2 attribs;
#include "_bufferreferences.glsl"
#include "_geometrytypes.glsl"
layout(binding = 3, set = 0) uniform sampler2D image;
#include "bufferreferences.glsl"
#include "geometrytypes.glsl"
void main()
{
Triangle tri = unpackTriangle(gl_PrimitiveID, 32);
hitValue = vec3(tri.uv, 0.0f);
// Fetch the color for this ray hit from the texture at the current uv coordinates
vec4 color = texture(image, tri.uv);
hitValue = color.rgb;
}