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/pathtrace.rgen
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93
ray_tracing_gltf/shaders/pathtrace.rgen
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_ARB_shader_clock : enable
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#include "binding.glsl"
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#include "raycommon.glsl"
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#include "sampling.glsl"
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layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS;
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layout(set = 0, binding = 1, rgba32f) uniform image2D image;
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layout(location = 0) rayPayloadEXT hitPayload prd;
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layout(set = 1, binding = B_CAMERA) uniform CameraProperties
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{
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mat4 view;
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mat4 proj;
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mat4 viewInverse;
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mat4 projInverse;
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}
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cam;
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layout(push_constant) uniform Constants
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{
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vec4 clearColor;
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vec3 lightPosition;
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float lightIntensity;
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int lightType;
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int frame;
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}
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pushC;
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void main()
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{
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// Initialize the random number
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uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, int(clockARB()));
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const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
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const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
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vec2 d = inUV * 2.0 - 1.0;
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vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1);
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vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1);
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vec4 direction = cam.viewInverse * vec4(normalize(target.xyz), 0);
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uint rayFlags = gl_RayFlagsOpaqueEXT;
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float tMin = 0.001;
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float tMax = 10000.0;
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prd.hitValue = vec3(0);
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prd.seed = seed;
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prd.depth = 0;
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prd.rayOrigin = origin.xyz;
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prd.rayDirection = direction.xyz;
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prd.weight = vec3(0);
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vec3 curWeight = vec3(1);
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vec3 hitValue = vec3(0);
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for(; prd.depth < 10; prd.depth++)
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{
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traceRayEXT(topLevelAS, // acceleration structure
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rayFlags, // rayFlags
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0xFF, // cullMask
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0, // sbtRecordOffset
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0, // sbtRecordStride
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0, // missIndex
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prd.rayOrigin, // ray origin
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tMin, // ray min range
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prd.rayDirection, // ray direction
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tMax, // ray max range
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0 // payload (location = 0)
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);
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hitValue += prd.hitValue * curWeight;
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curWeight *= prd.weight;
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}
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// Do accumulation over time
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if(pushC.frame > 0)
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{
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float a = 1.0f / float(pushC.frame + 1);
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vec3 old_color = imageLoad(image, ivec2(gl_LaunchIDEXT.xy)).xyz;
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(mix(old_color, hitValue, a), 1.f));
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}
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else
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{
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// First frame, replace the value in the buffer
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 1.f));
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}
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}
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