75 lines
No EOL
2.2 KiB
GLSL
75 lines
No EOL
2.2 KiB
GLSL
#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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layout(location = 2) rayPayloadEXT bool shadowed;
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hitAttributeEXT vec2 attribs;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 2, set = 0) uniform UBO
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{
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mat4 viewInverse;
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mat4 projInverse;
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vec4 lightPos;
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int vertexSize;
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} ubo;
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layout(binding = 3, set = 0) buffer Vertices { vec4 v[]; } vertices;
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layout(binding = 4, set = 0) buffer Indices { uint i[]; } indices;
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struct Vertex
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{
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vec3 pos;
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vec3 normal;
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vec2 uv;
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vec4 color;
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vec4 _pad0;
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vec4 _pad1;
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};
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Vertex unpack(uint index)
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{
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// Unpack the vertices from the SSBO using the glTF vertex structure
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// The multiplier is the size of the vertex divided by four float components (=16 bytes)
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const int m = ubo.vertexSize / 16;
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vec4 d0 = vertices.v[m * index + 0];
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vec4 d1 = vertices.v[m * index + 1];
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vec4 d2 = vertices.v[m * index + 2];
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Vertex v;
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v.pos = d0.xyz;
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v.normal = vec3(d0.w, d1.x, d1.y);
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v.color = vec4(d2.x, d2.y, d2.z, 1.0);
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return v;
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}
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void main()
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{
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ivec3 index = ivec3(indices.i[3 * gl_PrimitiveID], indices.i[3 * gl_PrimitiveID + 1], indices.i[3 * gl_PrimitiveID + 2]);
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Vertex v0 = unpack(index.x);
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Vertex v1 = unpack(index.y);
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Vertex v2 = unpack(index.z);
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// Interpolate normal
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const vec3 barycentricCoords = vec3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y);
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vec3 normal = normalize(v0.normal * barycentricCoords.x + v1.normal * barycentricCoords.y + v2.normal * barycentricCoords.z);
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// Basic lighting
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vec3 lightVector = normalize(ubo.lightPos.xyz);
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float dot_product = max(dot(lightVector, normal), 0.2);
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hitValue = v0.color.rgb * dot_product;
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// Shadow casting
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float tmin = 0.001;
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float tmax = 10000.0;
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vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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shadowed = true;
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// Trace shadow ray and offset indices to match shadow hit/miss shader group indices
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traceRayEXT(topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT, 0xFF, 0, 0, 1, origin, tmin, lightVector, tmax, 2);
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if (shadowed) {
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hitValue *= 0.3;
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}
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} |