procedural-3d-engine/shaders/glsl/raytracinggltf/closesthit.rchit
Sascha Willems 5962189427
Add ray traced glTF sample (#1083)
* Started working on a ray tracing glTF sample

* Started working on a ray tracing glTF sample

Added textures using descriptor indexing

* Frame accumulation

Pass glTF node transforms to BLAS build

* Shader cleanup

* Code cleanup, flip Y using TLAS transform matrix

* Create AS for all primitives in the gltf scene

* Remove unused variables

* Added missing shaders

* Minor cleanup
2023-11-01 10:55:33 +01:00

63 lines
2 KiB
GLSL

/* Copyright (c) 2023, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_buffer_reference2 : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
layout(location = 0) rayPayloadInEXT vec3 hitValue;
layout(location = 2) rayPayloadEXT bool shadowed;
hitAttributeEXT vec2 attribs;
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 3, set = 0) uniform sampler2D image;
struct GeometryNode {
uint64_t vertexBufferDeviceAddress;
uint64_t indexBufferDeviceAddress;
int textureIndexBaseColor;
int textureIndexOcclusion;
};
layout(binding = 4, set = 0) buffer GeometryNodes { GeometryNode nodes[]; } geometryNodes;
layout(binding = 5, set = 0) uniform sampler2D textures[];
#include "bufferreferences.glsl"
#include "geometrytypes.glsl"
void main()
{
Triangle tri = unpackTriangle(gl_PrimitiveID, 112);
hitValue = vec3(tri.normal);
GeometryNode geometryNode = geometryNodes.nodes[gl_GeometryIndexEXT];
vec3 color = texture(textures[nonuniformEXT(geometryNode.textureIndexBaseColor)], tri.uv).rgb;
if (geometryNode.textureIndexOcclusion > -1) {
float occlusion = texture(textures[nonuniformEXT(geometryNode.textureIndexOcclusion)], tri.uv).r;
color *= occlusion;
}
hitValue = color;
// Shadow casting
float tmin = 0.001;
float tmax = 10000.0;
float epsilon = 0.001;
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT + tri.normal * epsilon;
shadowed = true;
vec3 lightVector = vec3(-5.0, -2.5, -5.0);
// Trace shadow ray and offset indices to match shadow hit/miss shader group indices
// traceRayEXT(topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT, 0xFF, 0, 0, 1, origin, tmin, lightVector, tmax, 2);
// if (shadowed) {
// hitValue *= 0.7;
// }
}