#version 460 #extension GL_EXT_ray_tracing : enable 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; } cam; layout(location = 0) rayPayloadEXT vec3 hitValue; layout(shaderRecordEXT, std430) buffer SBT { float r; float g; float b; }; 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), 0) ; float tmin = 0.001; float tmax = 10000.0; // use border to demonstrate raygen record data if (all(greaterThan(gl_LaunchIDEXT.xy, ivec2(16, 16))) && all(lessThan(gl_LaunchIDEXT.xy, gl_LaunchSizeEXT.xy - ivec2(16, 16)))) { // Generate a checker board pattern to trace out rays or use hit record data ivec2 pos = ivec2(gl_LaunchIDEXT / 16); if (((pos.x + pos.y % 2) % 2) == 0) { // This will set hit value to either hit or miss SBT record color traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0); } else { // Set the hit value to the raygen SBT data hitValue = vec3(r, g, b); } } else { // Set hit value to black hitValue = vec3(0.0, 0.0, 0.0); } imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0)); }