/* * 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_GOOGLE_include_directive : enable #extension GL_EXT_shader_explicit_arithmetic_types_int64 : require #include "raycommon.glsl" #include "wavefront.glsl" // clang-format off layout(location = 0) rayPayloadEXT hitPayload prd; layout(set = 0, binding = eTlas) uniform accelerationStructureEXT topLevelAS; layout(set = 0, binding = eOutImage, rgba32f) uniform image2D image; layout(set = 0, binding = eLanterns) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns; layout(set = 1, binding = eGlobals) uniform _GlobalUniforms { GlobalUniforms uni; }; layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; }; // clang-format on void main() { // Global light pass is a full screen rectangle (lower corner 0,0), but // lantern passes are only run within rectangles that may be offset. ivec2 pixelOffset = ivec2(0); if(pcRay.lanternPassNumber >= 0) { pixelOffset.x = lanterns.lanterns[pcRay.lanternPassNumber].offsetX; pixelOffset.y = lanterns.lanterns[pcRay.lanternPassNumber].offsetY; } const ivec2 pixelIntCoord = ivec2(gl_LaunchIDEXT.xy) + pixelOffset; const vec2 pixelCenter = vec2(pixelIntCoord) + vec2(0.5); const vec2 inUV = pixelCenter / vec2(pcRay.screenX, pcRay.screenY); vec2 d = inUV * 2.0 - 1.0; vec4 origin = uni.viewInverse * vec4(0, 0, 0, 1); vec4 target = uni.projInverse * vec4(d.x, d.y, 1, 1); vec4 direction = uni.viewInverse * vec4(normalize(target.xyz), 0); uint rayFlags = gl_RayFlagsOpaqueEXT; float tMin = 0.001; float tMax = 10000.0; // Lanterns (self-illuminating) and miss shader (constant background color) // do not use additive blending. Only normal OBJ geometry is additive, // OBJ closest hit sets this to true. prd.additiveBlending = false; 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) ); // Either add to or replace output image color based on prd.additiveBlending. // Global pass always replaces color as it is the first pass. vec3 oldColor = vec3(0); if(prd.additiveBlending && pcRay.lanternPassNumber >= 0) { oldColor = imageLoad(image, pixelIntCoord).rgb; } imageStore(image, pixelIntCoord, vec4(prd.hitValue + oldColor, 1.0)); }