#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" // Closest hit shader invoked when a primary ray hits a lantern. // clang-format off layout(location = 0) rayPayloadInEXT hitPayload prd; layout(binding = 2, set = 0) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns; // clang-format on void main() { // Just look up this lantern's color. Self-illuminating, so no lighting calculations. LanternIndirectEntry lantern = lanterns.lanterns[nonuniformEXT(gl_InstanceCustomIndexEXT)]; prd.hitValue = vec3(lantern.red, lantern.green, lantern.blue); prd.additiveBlending = false; }