#version 460 #extension GL_EXT_ray_tracing : require layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS; layout(binding = 1, set = 0, rgba8) uniform image2D image; layout(binding = 2, set = 0) uniform CameraProperties { mat4 viewInverse; mat4 projInverse; vec4 lightPos; } cam; struct RayPayload { vec3 color; float distance; vec3 normal; float reflector; }; layout(location = 0) rayPayloadEXT RayPayload rayPayload; // Max. number of recursion is passed via a specialization constant layout (constant_id = 0) const int MAX_RECURSION = 0; void main() { const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5); const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeEXT.xy); vec2 d = inUV * 2.0 - 1.0; vec4 origin = cam.viewInverse * vec4(0,0,0,1); vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ; vec4 direction = cam.viewInverse*vec4(normalize(target.xyz / target.w), 0); uint rayFlags = gl_RayFlagsOpaqueEXT; uint cullMask = 0xff; float tmin = 0.001; float tmax = 10000.0; vec3 color = vec3(0.0); for (int i = 0; i < MAX_RECURSION; i++) { traceRayEXT(topLevelAS, rayFlags, cullMask, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0); vec3 hitColor = rayPayload.color; if (rayPayload.distance < 0.0f) { color += hitColor; break; } else if (rayPayload.reflector == 1.0f) { const vec4 hitPos = origin + direction * rayPayload.distance; origin.xyz = hitPos.xyz + rayPayload.normal * 0.001f; direction.xyz = reflect(direction.xyz, rayPayload.normal); } else { color += hitColor; break; } } imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(color, 0.0)); }