42 lines
1.5 KiB
GLSL
42 lines
1.5 KiB
GLSL
/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_EXT_scalar_block_layout : enable
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#extension GL_GOOGLE_include_directive : enable
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#include "raycommon.glsl"
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// Closest hit shader invoked when a primary ray hits a lantern.
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// clang-format off
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(binding = 2, set = 0) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns;
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// clang-format on
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void main()
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{
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// Just look up this lantern's color. Self-illuminating, so no lighting calculations.
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LanternIndirectEntry lantern = lanterns.lanterns[nonuniformEXT(gl_InstanceCustomIndexEXT)];
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prd.hitValue = vec3(lantern.red, lantern.green, lantern.blue);
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prd.additiveBlending = false;
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}
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