/* Copyright (c) 2024, Sascha Willems * * SPDX-License-Identifier: MIT * */ #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; vec4 lightPos; } ubo; layout(location = 0) rayPayloadEXT vec3 hitValue; 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 = ubo.viewInverse * vec4(0,0,0,1); vec4 target = ubo.projInverse * vec4(d.x, d.y, 1, 1) ; vec4 direction = ubo.viewInverse*vec4(normalize(target.xyz), 0) ; float tmin = 0.001; float tmax = 10000.0; hitValue = vec3(0.0); traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0); imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0)); }