45 lines
1.5 KiB
GLSL
45 lines
1.5 KiB
GLSL
//#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 "random.glsl"
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#include "raycommon.glsl"
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#include "wavefront.glsl"
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// clang-format off
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#ifdef PAYLOAD_0
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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#elif defined(PAYLOAD_1)
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layout(location = 1) rayPayloadInEXT shadowPayload prd;
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#endif
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layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
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layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
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layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
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layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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// clang-format on
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void main()
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{
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// Object of this instance
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uint objId = scnDesc.i[gl_InstanceID].objId;
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// Indices of the triangle
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uint ind = indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0];
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// Vertex of the triangle
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Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
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// Material of the object
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int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
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if(mat.illum != 4)
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return;
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if(mat.dissolve == 0.0)
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ignoreIntersectionEXT();
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else if(rnd(prd.seed) > mat.dissolve)
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ignoreIntersectionEXT();
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}
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