/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float3 Pos; float2 UV; float3 Color; float3 Normal; } struct VSOutput { float4 Pos : SV_POSITION; float3 Normal; float3 Color; float3 ViewVec; float3 LightVec; float3 WorldPos; } struct UBO { float4x4 projection; float4x4 view; float4x4 model; float3 lightPos; }; ConstantBuffer ubo; RaytracingAccelerationStructure accelStruct; #define ambient 0.1 [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; output.Color = input.Color; output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0)))); float4 pos = mul(ubo.model, float4(input.Pos, 1.0)); output.WorldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz; output.Normal = mul((float4x3)ubo.model, input.Normal).xyz; output.LightVec = normalize(ubo.lightPos - input.Pos); output.ViewVec = -pos.xyz; return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float3 N = normalize(input.Normal); float3 L = normalize(input.LightVec); float3 V = normalize(input.ViewVec); float3 R = normalize(-reflect(L, N)); float3 diffuse = max(dot(N, L), ambient) * input.Color; float4 color = float4(diffuse, 1.0); RayDesc rayDesc; rayDesc.Origin = input.WorldPos; rayDesc.Direction = L; rayDesc.TMin = 0.01; rayDesc.TMax = 1000.0; RayQuery rayQuery; rayQuery.TraceRayInline(accelStruct, RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH, 0xFF, rayDesc); // Traverse the acceleration structure and store information about the first intersection (if any) rayQuery.Proceed(); // If the intersection has hit a triangle, the fragment is shadowed if (rayQuery.CommittedStatus() == COMMITTED_TRIANGLE_HIT) { color *= 0.1; } return color; }