35 lines
No EOL
910 B
GLSL
35 lines
No EOL
910 B
GLSL
#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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layout(location = 2) rayPayloadEXT bool shadowed;
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hitAttributeEXT vec2 attribs;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 2, set = 0) uniform UBO
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{
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mat4 viewInverse;
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mat4 projInverse;
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vec4 lightPos;
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} ubo;
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struct Sphere {
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vec3 center;
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float radius;
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vec4 color;
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};
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layout(binding = 3, set = 0) buffer Spheres { Sphere s[]; } spheres;
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void main()
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{
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Sphere sphere = spheres.s[gl_PrimitiveID];
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vec3 worldPos = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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vec3 worldNrm = normalize(worldPos - sphere.center);
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// Basic lighting
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vec3 lightVector = normalize(ubo.lightPos.xyz);
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float dot_product = max(dot(lightVector, worldNrm), 0.2);
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hitValue = sphere.color.rgb * dot_product;
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} |