/* * 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 "raycommon.glsl" #include "wavefront.glsl" hitAttributeEXT vec2 attribs; // clang-format off layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 1) rayPayloadEXT bool isShadowed; 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(set = 0, binding = eTlas) uniform accelerationStructureEXT topLevelAS; layout(set = 1, binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc; layout(set = 1, binding = eTextures) uniform sampler2D textureSamplers[]; layout(set = 1, binding = eImplicit, scalar) buffer allSpheres_ {Sphere i[];} allSpheres; layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; }; // clang-format on void main() { // Object data ObjDesc objResource = objDesc.i[gl_InstanceCustomIndexEXT]; MatIndices matIndices = MatIndices(objResource.materialIndexAddress); Materials materials = Materials(objResource.materialAddress); vec3 worldPos = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT; Sphere instance = allSpheres.i[gl_PrimitiveID]; // Computing the normal at hit position vec3 worldNrm = normalize(worldPos - instance.center); // Computing the normal for a cube if(gl_HitKindEXT == KIND_CUBE) // Aabb { vec3 absN = abs(worldNrm); float maxC = max(max(absN.x, absN.y), absN.z); worldNrm = (maxC == absN.x) ? vec3(sign(worldNrm.x), 0, 0) : (maxC == absN.y) ? vec3(0, sign(worldNrm.y), 0) : vec3(0, 0, sign(worldNrm.z)); } // Vector toward the light vec3 L; float lightIntensity = pcRay.lightIntensity; float lightDistance = 100000.0; // Point light if(pcRay.lightType == 0) { vec3 lDir = pcRay.lightPosition - worldPos; lightDistance = length(lDir); lightIntensity = pcRay.lightIntensity / (lightDistance * lightDistance); L = normalize(lDir); } else // Directional light { L = normalize(pcRay.lightPosition); } // Material of the object int matIdx = matIndices.i[gl_PrimitiveID]; WaveFrontMaterial mat = materials.m[matIdx]; // Diffuse vec3 diffuse = computeDiffuse(mat, L, worldNrm); vec3 specular = vec3(0); float attenuation = 0.3; // Tracing shadow ray only if the light is visible from the surface if(dot(worldNrm, L) > 0) { float tMin = 0.001; float tMax = lightDistance; vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT; vec3 rayDir = L; uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT; isShadowed = true; traceRayEXT(topLevelAS, // acceleration structure flags, // rayFlags 0xFF, // cullMask 0, // sbtRecordOffset 0, // sbtRecordStride 1, // missIndex origin, // ray origin tMin, // ray min range rayDir, // ray direction tMax, // ray max range 1 // payload (location = 1) ); if(isShadowed) { attenuation = 0.3; } else { attenuation = 1; // Specular specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, worldNrm); } } prd.hitValue = vec3(lightIntensity * attenuation * (diffuse + specular)); }