procedural-3d-engine/shaders/hlsl/raytracingreflections/closesthit.rchit
Sascha Willems 66dce3c991 Fixed HLSL shaders (mostly ray tracing related)
Updated HLSL compile script
2023-10-13 17:26:51 +02:00

80 lines
2 KiB
GLSL

// Copyright 2020 Google LLC
struct RayPayload
{
float3 color;
float distance;
float3 normal;
float reflector;
};
struct Attributes
{
float2 bary;
};
RaytracingAccelerationStructure topLevelAS : register(t0);
struct UBO
{
float4x4 viewInverse;
float4x4 projInverse;
float4 lightPos;
int vertexSize;
};
cbuffer ubo : register(b2) { UBO ubo; };
StructuredBuffer<float4> vertices : register(t3);
StructuredBuffer<uint> indices : register(t4);
struct Vertex
{
float3 pos;
float3 normal;
float2 uv;
float4 color;
float4 _pad0;
float4 _pad1;
};
Vertex unpack(uint index)
{
// Unpack the vertices from the SSBO using the glTF vertex structure
// The multiplier is the size of the vertex divided by four float components (=16 bytes)
const int m = ubo.vertexSize / 16;
float4 d0 = vertices[m * index + 0];
float4 d1 = vertices[m * index + 1];
float4 d2 = vertices[m * index + 2];
Vertex v;
v.pos = d0.xyz;
v.normal = float3(d0.w, d1.x, d1.y);
v.color = float4(d2.x, d2.y, d2.z, 1.0);
return v;
}
[shader("closesthit")]
void main(inout RayPayload rayPayload, in Attributes attribs)
{
uint PrimitiveID = PrimitiveIndex();
int3 index = int3(indices[3 * PrimitiveID], indices[3 * PrimitiveID + 1], indices[3 * PrimitiveID + 2]);
Vertex v0 = unpack(index.x);
Vertex v1 = unpack(index.y);
Vertex v2 = unpack(index.z);
// Interpolate normal
const float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y);
float3 normal = normalize(v0.normal * barycentricCoords.x + v1.normal * barycentricCoords.y + v2.normal * barycentricCoords.z);
// Basic lighting
float3 lightVector = normalize(ubo.lightPos.xyz);
float dot_product = max(dot(lightVector, normal), 0.6);
rayPayload.color.rgb = v0.color * dot_product;
rayPayload.distance = RayTCurrent();
rayPayload.normal = normal;
// Objects with full white vertex color are treated as reflectors
rayPayload.reflector = ((v0.color.r == 1.0f) && (v0.color.g == 1.0f) && (v0.color.b == 1.0f)) ? 1.0f : 0.0f;
}