//#version 460 #extension GL_EXT_ray_tracing : require #extension GL_EXT_nonuniform_qualifier : enable #extension GL_EXT_scalar_block_layout : enable //#extension GL_GOOGLE_include_directive : enable #include "random.glsl" #include "raycommon.glsl" #include "wavefront.glsl" // clang-format off #ifdef PAYLOAD_0 layout(location = 0) rayPayloadInEXT hitPayload prd; #elif defined(PAYLOAD_1) layout(location = 1) rayPayloadInEXT shadowPayload prd; #endif layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[]; layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[]; layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[]; layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[]; // clang-format on void main() { // Object of this instance uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; // Indices of the triangle uint ind = indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0]; // Vertex of the triangle Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x]; // Material of the object int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; if(mat.illum != 4) return; if(mat.dissolve == 0.0) ignoreIntersectionEXT; else if(rnd(prd.seed) > mat.dissolve) ignoreIntersectionEXT; }