procedural-3d-engine/data/shaders/nv_ray_tracing_reflections/closesthit.rchit
2019-04-27 13:00:12 +02:00

69 lines
1.8 KiB
GLSL

#version 460
#extension GL_NV_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
struct RayPayload {
vec3 color;
float distance;
vec3 normal;
float reflector;
};
layout(location = 0) rayPayloadInNV RayPayload rayPayload;
hitAttributeNV vec3 attribs;
layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS;
layout(binding = 2, set = 0) uniform CameraProperties
{
mat4 viewInverse;
mat4 projInverse;
vec4 lightPos;
} cam;
layout(binding = 3, set = 0) buffer Vertices { vec4 v[]; } vertices;
layout(binding = 4, set = 0) buffer Indices { uint i[]; } indices;
struct Vertex
{
vec3 pos;
vec3 normal;
vec3 color;
vec2 uv;
float _pad0;
};
Vertex unpack(uint index)
{
vec4 d0 = vertices.v[3 * index + 0];
vec4 d1 = vertices.v[3 * index + 1];
vec4 d2 = vertices.v[3 * index + 2];
Vertex v;
v.pos = d0.xyz;
v.normal = vec3(d0.w, d1.x, d1.y);
v.color = vec3(d1.z, d1.w, d2.x);
return v;
}
void main()
{
ivec3 index = ivec3(indices.i[3 * gl_PrimitiveID], indices.i[3 * gl_PrimitiveID + 1], indices.i[3 * gl_PrimitiveID + 2]);
Vertex v0 = unpack(index.x);
Vertex v1 = unpack(index.y);
Vertex v2 = unpack(index.z);
// Interpolate normal
const vec3 barycentricCoords = vec3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y);
vec3 normal = normalize(v0.normal * barycentricCoords.x + v1.normal * barycentricCoords.y + v2.normal * barycentricCoords.z);
// Basic lighting
vec3 lightVector = normalize(cam.lightPos.xyz);
float dot_product = max(dot(lightVector, normal), 0.6);
rayPayload.color = v0.color * vec3(dot_product);
rayPayload.distance = gl_RayTmaxNV;
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;
}