/* Copyright (c) 2024, Sascha Willems * * SPDX-License-Identifier: MIT * */ RaytracingAccelerationStructure rs : register(t0); RWTexture2D image : register(u1); struct CameraProperties { float4x4 viewInverse; float4x4 projInverse; }; cbuffer cam : register(b2) { CameraProperties cam; }; struct Payload { [[vk::location(0)]] float3 hitValue; }; [shader("raygeneration")] void main() { uint3 LaunchID = DispatchRaysIndex(); uint3 LaunchSize = DispatchRaysDimensions(); const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5); const float2 inUV = pixelCenter/float2(LaunchSize.xy); float2 d = inUV * 2.0 - 1.0; float4 target = mul(cam.projInverse, float4(d.x, d.y, 1, 1)); RayDesc rayDesc; rayDesc.Origin = mul(cam.viewInverse, float4(0,0,0,1)).xyz; rayDesc.Direction = mul(cam.viewInverse, float4(normalize(target.xyz), 0)).xyz; rayDesc.TMin = 0.001; rayDesc.TMax = 10000.0; Payload payload; TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload); image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0); }