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

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Text

#version 460
#extension GL_EXT_ray_tracing : require
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;
} cam;
struct RayPayload {
vec3 color;
float distance;
vec3 normal;
float reflector;
};
layout(location = 0) rayPayloadEXT RayPayload rayPayload;
// Max. number of recursion is passed via a specialization constant
layout (constant_id = 0) const int MAX_RECURSION = 0;
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 = cam.viewInverse * vec4(0,0,0,1);
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ;
vec4 direction = cam.viewInverse*vec4(normalize(target.xyz / target.w), 0);
uint rayFlags = gl_RayFlagsOpaqueEXT;
uint cullMask = 0xff;
float tmin = 0.001;
float tmax = 10000.0;
vec3 color = vec3(0.0);
for (int i = 0; i < MAX_RECURSION; i++) {
traceRayEXT(topLevelAS, rayFlags, cullMask, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
vec3 hitColor = rayPayload.color;
if (rayPayload.distance < 0.0f) {
color += hitColor;
break;
} else if (rayPayload.reflector == 1.0f) {
const vec4 hitPos = origin + direction * rayPayload.distance;
origin.xyz = hitPos.xyz + rayPayload.normal * 0.001f;
direction.xyz = reflect(direction.xyz, rayPayload.normal);
} else {
color += hitColor;
break;
}
}
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(color, 0.0));
}