#version 460 #extension GL_NV_ray_tracing : require #extension GL_EXT_nonuniform_qualifier : enable layout(location = 0) rayPayloadInNV vec3 hitValue; layout(location = 2) rayPayloadNV bool shadowed; hitAttributeNV vec3 attribs; layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS; layout(binding = 2, set = 0) uniform CameraProperties { mat4 viewInverse; mat4 projInverse; vec4 lightPos; } cam; 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; vec3 color; vec2 uv; float _pad0; }; Vertex unpack(uint index) { vec4 d0 = vertices.v[3 * index + 0]; vec4 d1 = vertices.v[3 * index + 1]; vec4 d2 = vertices.v[3 * index + 2]; Vertex v; v.pos = d0.xyz; v.normal = vec3(d0.w, d1.x, d1.y); v.color = vec3(d1.z, d1.w, d2.x); 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(cam.lightPos.xyz); float dot_product = max(dot(lightVector, normal), 0.2); hitValue = v0.color * vec3(dot_product); // Shadow casting float tmin = 0.001; float tmax = 100.0; vec3 origin = gl_WorldRayOriginNV + gl_WorldRayDirectionNV * gl_HitTNV; shadowed = true; // Offset indices to match shadow hit/miss index traceNV(topLevelAS, gl_RayFlagsTerminateOnFirstHitNV | gl_RayFlagsOpaqueNV|gl_RayFlagsSkipClosestHitShaderNV, 0xFF, 1, 0, 1, origin, tmin, lightVector, tmax, 2); if (shadowed) { hitValue *= 0.3; } }