/* * 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 core #extension GL_EXT_ray_tracing : enable #extension GL_GOOGLE_include_directive : enable #extension GL_EXT_shader_explicit_arithmetic_types_int64 : require #include "raycommon.glsl" #include "host_device.h" layout(location = 3) callableDataInEXT rayLight cLight; layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; }; void main() { vec3 lDir = pcRay.lightPosition - cLight.inHitPosition; cLight.outLightDistance = length(lDir); cLight.outIntensity = pcRay.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance); cLight.outLightDir = normalize(lDir); float theta = dot(cLight.outLightDir, normalize(-pcRay.lightDirection)); float epsilon = pcRay.lightSpotCutoff - pcRay.lightSpotOuterCutoff; float spotIntensity = clamp((theta - pcRay.lightSpotOuterCutoff) / epsilon, 0.0, 1.0); cLight.outIntensity *= spotIntensity; }