#version 460 #extension GL_EXT_ray_tracing : require #extension GL_GOOGLE_include_directive : enable #include "raycommon.glsl" layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS; layout(binding = 1, set = 0, rgba32f) uniform image2D image; layout(location = 0) rayPayloadEXT hitPayload prd; layout(binding = 0, set = 1) uniform CameraProperties { mat4 view; mat4 proj; mat4 viewInverse; mat4 projInverse; } cam; layout(binding = 2, set = 0) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns; void main() { // Global light pass is a full screen rectangle (lower corner 0,0), but // lantern passes are only run within rectangles that may be offset. ivec2 pixelOffset = ivec2(0); if (pushC.lanternPassNumber >= 0) { pixelOffset.x = lanterns.lanterns[pushC.lanternPassNumber].offsetX; pixelOffset.y = lanterns.lanterns[pushC.lanternPassNumber].offsetY; } const ivec2 pixelIntCoord = ivec2(gl_LaunchIDEXT.xy) + pixelOffset; const vec2 pixelCenter = vec2(pixelIntCoord) + vec2(0.5); const vec2 inUV = pixelCenter / vec2(pushC.screenX, pushC.screenY); vec2 d = inUV * 2.0 - 1.0; vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1); vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1); vec4 direction = cam.viewInverse * vec4(normalize(target.xyz), 0); uint rayFlags = gl_RayFlagsOpaqueEXT; float tMin = 0.001; float tMax = 10000.0; // Lanterns (self-illuminating) and miss shader (constant background color) // do not use additive blending. Only normal OBJ geometry is additive, // OBJ closest hit sets this to true. prd.additiveBlending = false; traceRayEXT(topLevelAS, // acceleration structure rayFlags, // rayFlags 0xFF, // cullMask 0, // sbtRecordOffset 0, // sbtRecordStride 0, // missIndex origin.xyz, // ray origin tMin, // ray min range direction.xyz, // ray direction tMax, // ray max range 0 // payload (location = 0) ); // Either add to or replace output image color based on prd.additiveBlending. // Global pass always replaces color as it is the first pass. vec3 oldColor = vec3(0); if (prd.additiveBlending && pushC.lanternPassNumber >= 0) { oldColor = imageLoad(image, pixelIntCoord).rgb; } imageStore(image, pixelIntCoord, vec4(prd.hitValue + oldColor, 1.0)); }