procedural-3d-engine/shaders/glsl/raytracingreflections/miss.rmiss
2023-05-09 21:03:02 +02:00

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623 B
GLSL

#version 460
#extension GL_EXT_ray_tracing : require
struct RayPayload {
vec3 color;
float distance;
vec3 normal;
float reflector;
};
layout(location = 0) rayPayloadInEXT RayPayload rayPayload;
void main()
{
// View-independent background gradient to simulate a basic sky background
const vec3 gradientStart = vec3(0.5, 0.6, 1.0);
const vec3 gradientEnd = vec3(1.0);
vec3 unitDir = normalize(gl_WorldRayDirectionEXT);
float t = 0.5 * (unitDir.y + 1.0);
rayPayload.color = (1.0-t) * gradientStart + t * gradientEnd;
rayPayload.distance = -1.0f;
rayPayload.normal = vec3(0.0f);
rayPayload.reflector = 0.0f;
}