#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 layout(location = 0) rayPayloadInEXT hitPayload prd; layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[]; 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; // Material of the object int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; if(mat.illum != 4) return; uint seed = prd.seed; // We don't want to modify the PRD if(mat.dissolve == 0.0) ignoreIntersectionEXT; else if(rnd(seed) > mat.dissolve) ignoreIntersectionEXT; }