procedural-3d-engine/shaders/hlsl/raytracingcallable/raygen.rgen
2023-05-09 21:03:02 +02:00

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Text

// Copyright 2021 Sascha Willems
RaytracingAccelerationStructure rs : register(t0);
RWTexture2D<float4> image : register(u1);
struct CameraProperties
{
float4x4 viewInverse;
float4x4 projInverse;
};
cbuffer cam : register(b2) { CameraProperties cam; };
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
[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;
Payload payload;
TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
}