#version 460 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_nonuniform_qualifier : enable #extension GL_GOOGLE_include_directive : enable #extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_ray_tracing : enable #extension GL_EXT_ray_query : enable #include "wavefront.glsl" layout(push_constant) uniform shaderInformation { vec3 lightPosition; uint instanceId; float lightIntensity; int lightType; } pushC; // clang-format off // Incoming //layout(location = 0) flat in int matIndex; layout(location = 1) in vec2 fragTexCoord; layout(location = 2) in vec3 fragNormal; layout(location = 3) in vec3 viewDir; layout(location = 4) in vec3 worldPos; // Outgoing layout(location = 0) out vec4 outColor; // Buffers layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[]; layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(binding = 3) uniform sampler2D[] textureSamplers; layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[]; layout(binding = 7, set = 0) uniform accelerationStructureEXT topLevelAS; // clang-format on void main() { // Object of this instance int objId = scnDesc.i[pushC.instanceId].objId; // Material of the object int matIndex = matIdx[objId].i[gl_PrimitiveID]; WaveFrontMaterial mat = materials[objId].m[matIndex]; vec3 N = normalize(fragNormal); // Vector toward light vec3 L; float lightDistance; float lightIntensity = pushC.lightIntensity; if(pushC.lightType == 0) { vec3 lDir = pushC.lightPosition - worldPos; float d = length(lDir); lightIntensity = pushC.lightIntensity / (d * d); L = normalize(lDir); lightDistance = d; } else { L = normalize(pushC.lightPosition - vec3(0)); lightDistance = 10000; } // Diffuse vec3 diffuse = computeDiffuse(mat, L, N); if(mat.textureId >= 0) { int txtOffset = scnDesc.i[pushC.instanceId].txtOffset; uint txtId = txtOffset + mat.textureId; vec3 diffuseTxt = texture(textureSamplers[txtId], fragTexCoord).xyz; diffuse *= diffuseTxt; } // Specular vec3 specular = computeSpecular(mat, viewDir, L, N); // Result outColor = vec4(lightIntensity * (diffuse + specular), 1); // Ray Query for shadow vec3 origin = worldPos; vec3 direction = L; // vector to light float tMin = 0.01f; float tMax = lightDistance; // Initializes a ray query object but does not start traversal rayQueryEXT rayQuery; rayQueryInitializeEXT(rayQuery, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, tMin, direction, tMax); // Start traversal: return false if traversal is complete while(rayQueryProceedEXT(rayQuery)) { } // Returns type of committed (true) intersection if(rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionNoneEXT) { // Got an intersection == Shadow outColor *= 0.1; } }