/* * Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #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 #extension GL_EXT_shader_explicit_arithmetic_types_int64 : require #extension GL_EXT_buffer_reference2 : require #include "random.glsl" #include "raycommon.glsl" #include "wavefront.glsl" // clang-format off layout(location = 0) rayPayloadInEXT hitPayload prd; layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc; // clang-format on void main() { // Object of this instance SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT]; MatIndices matIndices = MatIndices(objResource.materialIndexAddress); Materials materials = Materials(objResource.materialAddress); int matIdx = matIndices.i[gl_PrimitiveID]; WaveFrontMaterial mat = materials.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; }