procedural-3d-engine/data/hlsl/nv_ray_tracing_shadows/closesthit.rchit
Ben Clayton cce75f1859 Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.

See `data/hlsl/README.md` for the current status of each sample.
2020-05-21 12:58:13 +01:00

78 lines
2 KiB
GLSL

// Copyright 2020 Google LLC
struct InPayload
{
[[vk::location(0)]] float3 hitValue;
};
struct InOutPayload
{
[[vk::location(2)]] bool shadowed;
};
RaytracingAccelerationStructure topLevelAS : register(t0);
struct CameraProperties
{
float4x4 viewInverse;
float4x4 projInverse;
float4 lightPos;
};
cbuffer cam : register(b2) { CameraProperties cam; };
StructuredBuffer<float4> vertices : register(t3);
StructuredBuffer<uint> indices : register(t4);
struct Vertex
{
float3 pos;
float3 normal;
float3 color;
float2 uv;
float _pad0;
};
Vertex unpack(uint index)
{
float4 d0 = vertices[3 * index + 0];
float4 d1 = vertices[3 * index + 1];
float4 d2 = vertices[3 * index + 2];
Vertex v;
v.pos = d0.xyz;
v.normal = float3(d0.w, d1.x, d1.y);
v.color = float3(d1.z, d1.w, d2.x);
return v;
}
[shader("closesthit")]
void main(in InPayload inPayload, inout InOutPayload inOutPayload, in float3 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.x - attribs.y, attribs.x, attribs.y);
float3 normal = normalize(v0.normal * barycentricCoords.x + v1.normal * barycentricCoords.y + v2.normal * barycentricCoords.z);
// Basic lighting
float3 lightVector = normalize(cam.lightPos.xyz);
float dot_product = max(dot(lightVector, normal), 0.2);
inPayload.hitValue = v0.color * dot_product;
RayDesc rayDesc;
rayDesc.Origin = WorldRayOrigin() + WorldRayDirection() * RayTCurrent();
rayDesc.Direction = lightVector;
rayDesc.TMin = 0.001;
rayDesc.TMax = 100.0;
inOutPayload.shadowed = true;
// Offset indices to match shadow hit/miss index
TraceRay(topLevelAS, RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH | RAY_FLAG_FORCE_OPAQUE | RAY_FLAG_SKIP_CLOSEST_HIT_SHADER, 0xff, 1, 0, 1, rayDesc, inOutPayload);
if (inOutPayload.shadowed) {
inPayload.hitValue *= 0.3;
}
}