Added samples for ray queries and callable ray tracing shaders
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22 changed files with 1391 additions and 33 deletions
37
data/shaders/glsl/rayquery/scene.frag
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37
data/shaders/glsl/rayquery/scene.frag
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_ray_query : enable
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layout (binding = 2, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) in vec3 inWorldPos;
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layout (location = 0) out vec4 outFragColor;
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#define ambient 0.1
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void main()
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{
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = normalize(-reflect(L, N));
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vec3 diffuse = max(dot(N, L), ambient) * inColor;
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outFragColor = vec4(diffuse, 1.0);
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, inWorldPos, 0.01, L, 1000.0);
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// Start the ray traversal, rayQueryProceedEXT returns false if the traversal is complete
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while (rayQueryProceedEXT(rayQuery)) { }
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// If the intersection has hit a triangle, the fragment is shadowed
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if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT ) {
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outFragColor *= 0.1;
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}
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}
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data/shaders/glsl/rayquery/scene.frag.spv
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data/shaders/glsl/rayquery/scene.frag.spv
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33
data/shaders/glsl/rayquery/scene.vert
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data/shaders/glsl/rayquery/scene.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec3 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (location = 4) out vec3 outWorldPos;
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void main()
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{
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outColor = inColor;
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outNormal = inNormal;
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outWorldPos = vec3(ubo.model * vec4(inPos, 1.0));
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outNormal = mat3(ubo.model) * inNormal;
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outLightVec = normalize(ubo.lightPos - inPos);
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outViewVec = -pos.xyz;
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}
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data/shaders/glsl/rayquery/scene.vert.spv
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data/shaders/glsl/rayquery/scene.vert.spv
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