/* * 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 #include "raycommon.glsl" layout(location = 0) callableDataInEXT rayLight cLight; layout(push_constant) uniform Constants { vec4 clearColor; vec3 lightPosition; float lightIntensity; vec3 lightDirection; float lightSpotCutoff; float lightSpotOuterCutoff; int lightType; }; void main() { cLight.outLightDistance = 10000000; cLight.outIntensity = 1.0; cLight.outLightDir = normalize(-lightDirection); }