#version 460 #extension GL_EXT_ray_tracing : require #extension GL_EXT_nonuniform_qualifier : enable layout(location = 0) rayPayloadInEXT vec3 hitValue; layout(location = 2) rayPayloadEXT bool shadowed; hitAttributeEXT vec2 attribs; layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS; layout(binding = 2, set = 0) uniform UBO { mat4 viewInverse; mat4 projInverse; vec4 lightPos; int vertexSize; } ubo; layout(binding = 3, set = 0) buffer Vertices { vec4 v[]; } vertices; layout(binding = 4, set = 0) buffer Indices { uint i[]; } indices; struct Vertex { vec3 pos; vec3 normal; vec2 uv; vec4 color; vec4 _pad0; vec4 _pad1; }; Vertex unpack(uint index) { // Unpack the vertices from the SSBO using the glTF vertex structure // The multiplier is the size of the vertex divided by four float components (=16 bytes) const int m = ubo.vertexSize / 16; vec4 d0 = vertices.v[m * index + 0]; vec4 d1 = vertices.v[m * index + 1]; vec4 d2 = vertices.v[m * index + 2]; Vertex v; v.pos = d0.xyz; v.normal = vec3(d0.w, d1.x, d1.y); v.color = vec4(d2.x, d2.y, d2.z, 1.0); return v; } void main() { ivec3 index = ivec3(indices.i[3 * gl_PrimitiveID], indices.i[3 * gl_PrimitiveID + 1], indices.i[3 * gl_PrimitiveID + 2]); Vertex v0 = unpack(index.x); Vertex v1 = unpack(index.y); Vertex v2 = unpack(index.z); // Interpolate normal const vec3 barycentricCoords = vec3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y); vec3 normal = normalize(v0.normal * barycentricCoords.x + v1.normal * barycentricCoords.y + v2.normal * barycentricCoords.z); // Basic lighting vec3 lightVector = normalize(ubo.lightPos.xyz); float dot_product = max(dot(lightVector, normal), 0.2); hitValue = v0.color.rgb * dot_product; // Shadow casting float tmin = 0.001; float tmax = 10000.0; vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT; shadowed = true; // Trace shadow ray and offset indices to match shadow hit/miss shader group indices traceRayEXT(topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT, 0xFF, 0, 0, 1, origin, tmin, lightVector, tmax, 2); if (shadowed) { hitValue *= 0.3; } }