Added samples for ray queries and callable ray tracing shaders

This commit is contained in:
Sascha Willems 2020-11-23 12:25:49 +01:00
parent 08be260685
commit f79c9705b4
22 changed files with 1391 additions and 33 deletions

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#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_ray_query : enable
layout (binding = 2, set = 0) uniform accelerationStructureEXT topLevelAS;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) in vec3 inWorldPos;
layout (location = 0) out vec4 outFragColor;
#define ambient 0.1
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = normalize(-reflect(L, N));
vec3 diffuse = max(dot(N, L), ambient) * inColor;
outFragColor = vec4(diffuse, 1.0);
rayQueryEXT rayQuery;
rayQueryInitializeEXT(rayQuery, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, inWorldPos, 0.01, L, 1000.0);
// Start the ray traversal, rayQueryProceedEXT returns false if the traversal is complete
while (rayQueryProceedEXT(rayQuery)) { }
// If the intersection has hit a triangle, the fragment is shadowed
if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT ) {
outFragColor *= 0.1;
}
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
vec3 lightPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) out vec3 outWorldPos;
void main()
{
outColor = inColor;
outNormal = inNormal;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outWorldPos = vec3(ubo.model * vec4(inPos, 1.0));
outNormal = mat3(ubo.model) * inNormal;
outLightVec = normalize(ubo.lightPos - inPos);
outViewVec = -pos.xyz;
}

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