Started working on ray tracing intersection shader example
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shaders/glsl/raytracingintersection/closesthit.rchit
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shaders/glsl/raytracingintersection/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 = 2) rayPayloadEXT bool shadowed;
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hitAttributeEXT vec2 attribs;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 2, set = 0) uniform UBO
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{
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mat4 viewInverse;
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mat4 projInverse;
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vec4 lightPos;
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} ubo;
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struct Sphere {
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vec3 center;
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float radius;
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vec4 color;
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};
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layout(binding = 3, set = 0) buffer Spheres { Sphere s[]; } spheres;
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void main()
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{
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Sphere sphere = spheres.s[gl_PrimitiveID];
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vec3 worldPos = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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vec3 worldNrm = normalize(worldPos - sphere.center);
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// Basic lighting
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vec3 lightVector = normalize(ubo.lightPos.xyz);
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float dot_product = max(dot(lightVector, worldNrm), 0.2);
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hitValue = sphere.color.rgb * dot_product;
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}
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shaders/glsl/raytracingintersection/closesthit.rchit.spv
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shaders/glsl/raytracingintersection/closesthit.rchit.spv
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shaders/glsl/raytracingintersection/miss.rmiss
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shaders/glsl/raytracingintersection/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/raytracingintersection/miss.rmiss.spv
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shaders/glsl/raytracingintersection/miss.rmiss.spv
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shaders/glsl/raytracingintersection/raygen.rgen
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shaders/glsl/raytracingintersection/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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vec4 lightPos;
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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/raytracingintersection/raygen.rgen.spv
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shaders/glsl/raytracingintersection/raygen.rgen.spv
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