New example, loading glTF scenes instead of individual OBJ. Showing simple path tracing and how to make it 3x faster.
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ray_tracing_gltf/shaders/frag_shader.frag
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74
ray_tracing_gltf/shaders/frag_shader.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_scalar_block_layout : enable
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#include "binding.glsl"
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#include "gltf.glsl"
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layout(push_constant) uniform shaderInformation
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{
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vec3 lightPosition;
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uint instanceId;
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float lightIntensity;
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int lightType;
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int matetrialId;
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}
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pushC;
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// clang-format off
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// Incoming
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//layout(location = 0) flat in int matIndex;
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 2) in vec3 fragNormal;
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layout(location = 3) in vec3 viewDir;
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layout(location = 4) in vec3 worldPos;
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// Outgoing
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layout(location = 0) out vec4 outColor;
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// Buffers
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layout(set = 0, binding = B_MATERIALS) buffer _GltfMaterial { GltfMaterial materials[]; };
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layout(set = 0, binding = B_TEXTURES) uniform sampler2D[] textureSamplers;
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// clang-format on
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void main()
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{
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// Material of the object
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GltfMaterial mat = materials[nonuniformEXT(pushC.matetrialId)];
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vec3 N = normalize(fragNormal);
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// Vector toward light
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vec3 L;
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float lightIntensity = pushC.lightIntensity;
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if(pushC.lightType == 0)
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{
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vec3 lDir = pushC.lightPosition - worldPos;
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float d = length(lDir);
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lightIntensity = pushC.lightIntensity / (d * d);
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L = normalize(lDir);
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}
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else
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{
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L = normalize(pushC.lightPosition - vec3(0));
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}
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// Diffuse
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vec3 diffuse = computeDiffuse(mat, L, N);
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if(mat.pbrBaseColorTexture > -1)
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{
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uint txtId = mat.pbrBaseColorTexture;
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vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
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diffuse *= diffuseTxt;
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}
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// Specular
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vec3 specular = computeSpecular(mat, viewDir, L, N);
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// Result
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outColor = vec4(lightIntensity * (diffuse + specular), 1);
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}
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