/* Copyright (c) 2024, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct Attributes { float2 bary; }; struct Payload { [[vk::location(0)]] float3 hitValue; }; struct UBO { float4x4 viewInverse; float4x4 projInverse; float4 lightPos; }; ConstantBuffer ubo : register(b2); // We need to use special syntax for SPIR-V inlines #define HitTriangleVertexPositionsKHR 5335 #define RayTracingPositionFetchKHR 5336 [[vk::ext_extension("SPV_KHR_ray_tracing_position_fetch")]] [[vk::ext_capability(RayTracingPositionFetchKHR)]] [[vk::ext_builtin_input(HitTriangleVertexPositionsKHR)]] const static float3 gl_HitTriangleVertexPositions[3]; [shader("closesthit")] void main(inout Payload p, in Attributes attribs) { // We need the barycentric coordinates to calculate data for the current position const float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y); // With VK_KHR_ray_tracing_position_fetch we can access the vertices for the hit triangle in the shader float3 vertexPos0 = gl_HitTriangleVertexPositions[0]; float3 vertexPos1 = gl_HitTriangleVertexPositions[1]; float3 vertexPos2 = gl_HitTriangleVertexPositions[2]; float3 currentPos = vertexPos0 * barycentricCoords.x + vertexPos1 * barycentricCoords.y + vertexPos2 * barycentricCoords.z; // Calcualte the normal from above values float3 normal = normalize(cross(vertexPos1 - vertexPos0, vertexPos2 - vertexPos0)); normal = normalize(mul(float4(normal, 1.0), WorldToObject4x3())); // Basic lighting float3 lightDir = normalize(ubo.lightPos.xyz - currentPos); float diffuse = max(dot(normal, lightDir), 0.0); p.hitValue.rgb = 0.1 + diffuse; }