// Copyright 2020 Google LLC RaytracingAccelerationStructure rs : register(t0); RWTexture2D image : register(u1); struct CameraProperties { float4x4 viewInverse; float4x4 projInverse; float4 lightPos; }; cbuffer cam : register(b2) { CameraProperties cam; }; struct RayPayload { float3 color; float distance; float3 normal; float reflector; }; // Max. number of recursion is passed via a specialization constant [[vk::constant_id(0)]] const int MAX_RECURSION = 0; [shader("raygeneration")] void main() { uint3 LaunchID = DispatchRaysIndex(); uint3 LaunchSize = DispatchRaysDimensions(); const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5); const float2 inUV = pixelCenter/float2(LaunchSize.xy); float2 d = inUV * 2.0 - 1.0; float4 target = mul(cam.projInverse, float4(d.x, d.y, 1, 1)); RayDesc rayDesc; rayDesc.Origin = mul(cam.viewInverse, float4(0,0,0,1)).xyz; rayDesc.Direction = mul(cam.viewInverse, float4(normalize(target.xyz), 0)).xyz; rayDesc.TMin = 0.001; rayDesc.TMax = 10000.0; float3 color = float3(0.0, 0.0, 0.0); for (int i = 0; i < MAX_RECURSION; i++) { RayPayload rayPayload; TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, rayPayload); float3 hitColor = rayPayload.color; if (rayPayload.distance < 0.0f) { color += hitColor; break; } else if (rayPayload.reflector == 1.0f) { const float3 hitPos = rayDesc.Origin + rayDesc.Direction * rayPayload.distance; rayDesc.Origin = hitPos + rayPayload.normal * 0.001f; rayDesc.Direction = reflect(rayDesc.Direction, rayPayload.normal); } else { color += hitColor; break; } } image[int2(LaunchID.xy)] = float4(color, 0.0); }