Add vk_ray_trace_indirect_scissor sample
This commit is contained in:
parent
27d8a79ce3
commit
a6690f149a
30 changed files with 4498 additions and 6 deletions
79
ray_tracing_indirect_scissor/shaders/frag_shader.frag
Normal file
79
ray_tracing_indirect_scissor/shaders/frag_shader.frag
Normal file
|
|
@ -0,0 +1,79 @@
|
|||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
|
||||
#include "wavefront.glsl"
|
||||
|
||||
|
||||
layout(push_constant) uniform shaderInformation
|
||||
{
|
||||
vec3 lightPosition;
|
||||
uint instanceId;
|
||||
float lightIntensity;
|
||||
int lightType;
|
||||
}
|
||||
pushC;
|
||||
|
||||
// clang-format off
|
||||
// Incoming
|
||||
//layout(location = 0) flat in int matIndex;
|
||||
layout(location = 1) in vec2 fragTexCoord;
|
||||
layout(location = 2) in vec3 fragNormal;
|
||||
layout(location = 3) in vec3 viewDir;
|
||||
layout(location = 4) in vec3 worldPos;
|
||||
// Outgoing
|
||||
layout(location = 0) out vec4 outColor;
|
||||
// Buffers
|
||||
layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 3) uniform sampler2D[] textureSamplers;
|
||||
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
|
||||
|
||||
// clang-format on
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
int objId = scnDesc.i[pushC.instanceId].objId;
|
||||
|
||||
// Material of the object
|
||||
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
|
||||
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
// Vector toward light
|
||||
vec3 L;
|
||||
float lightIntensity = pushC.lightIntensity;
|
||||
if(pushC.lightType == 0)
|
||||
{
|
||||
vec3 lDir = pushC.lightPosition - worldPos;
|
||||
float d = length(lDir);
|
||||
lightIntensity = pushC.lightIntensity / (d * d);
|
||||
L = normalize(lDir);
|
||||
}
|
||||
else
|
||||
{
|
||||
L = normalize(pushC.lightPosition - vec3(0));
|
||||
}
|
||||
|
||||
|
||||
// Diffuse
|
||||
vec3 diffuse = computeDiffuse(mat, L, N);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
|
||||
uint txtId = txtOffset + mat.textureId;
|
||||
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
|
||||
diffuse *= diffuseTxt;
|
||||
}
|
||||
|
||||
// Specular
|
||||
vec3 specular = computeSpecular(mat, viewDir, L, N);
|
||||
|
||||
// Result
|
||||
outColor = vec4(lightIntensity * (diffuse + specular), 1);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue