/* * Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #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 "raycommon.glsl" #include "wavefront.glsl" hitAttributeEXT vec2 attribs; // clang-format off layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 1) rayPayloadEXT bool isShadowed; layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS; layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; 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[]; layout(binding = 3, set = 1) uniform sampler2D textureSamplers[]; layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[]; layout(binding = 7, set = 1, scalar) buffer allSpheres_ {Sphere i[];} allSpheres; // clang-format on layout(push_constant) uniform Constants { vec4 clearColor; vec3 lightPosition; float lightIntensity; int lightType; } pushC; void main() { vec3 worldPos = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT; Sphere instance = allSpheres.i[gl_PrimitiveID]; // Computing the normal at hit position vec3 normal = normalize(worldPos - instance.center); // Computing the normal for a cube if(gl_HitKindEXT == KIND_CUBE) // Aabb { vec3 absN = abs(normal); float maxC = max(max(absN.x, absN.y), absN.z); normal = (maxC == absN.x) ? vec3(sign(normal.x), 0, 0) : (maxC == absN.y) ? vec3(0, sign(normal.y), 0) : vec3(0, 0, sign(normal.z)); } // Vector toward the light vec3 L; float lightIntensity = pushC.lightIntensity; float lightDistance = 100000.0; // Point light if(pushC.lightType == 0) { vec3 lDir = pushC.lightPosition - worldPos; lightDistance = length(lDir); lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance); L = normalize(lDir); } else // Directional light { L = normalize(pushC.lightPosition - vec3(0)); } // Material of the object int matIdx = matIndex[nonuniformEXT(gl_InstanceID)].i[gl_PrimitiveID]; WaveFrontMaterial mat = materials[nonuniformEXT(gl_InstanceID)].m[matIdx]; // Diffuse vec3 diffuse = computeDiffuse(mat, L, normal); vec3 specular = vec3(0); float attenuation = 0.3; // Tracing shadow ray only if the light is visible from the surface if(dot(normal, L) > 0) { float tMin = 0.001; float tMax = lightDistance; vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT; vec3 rayDir = L; uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT; isShadowed = true; traceRayEXT(topLevelAS, // acceleration structure flags, // rayFlags 0xFF, // cullMask 0, // sbtRecordOffset 0, // sbtRecordStride 1, // missIndex origin, // ray origin tMin, // ray min range rayDir, // ray direction tMax, // ray max range 1 // payload (location = 1) ); if(isShadowed) { attenuation = 0.3; } else { attenuation = 1; // Specular specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, normal); } } prd.hitValue = vec3(lightIntensity * attenuation * (diffuse + specular)); }