#version 460 #extension GL_EXT_ray_tracing : require #extension GL_GOOGLE_include_directive : enable #include "binding.glsl" #include "raycommon.glsl" layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS; layout(set = 0, binding = 1, rgba32f) uniform image2D image; layout(location = 0) rayPayloadEXT hitPayload prd; layout(set = 1, binding = B_CAMERA) uniform CameraProperties { mat4 view; mat4 proj; mat4 viewInverse; mat4 projInverse; } cam; void main() { const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5); const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy); 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; 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) ); imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.0)); }