119 lines
3.7 KiB
GLSL
119 lines
3.7 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 "raycommon.glsl"
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#include "wavefront.glsl"
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hitAttributeEXT vec2 attribs;
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// clang-format off
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(location = 1) rayPayloadEXT bool isShadowed;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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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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layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
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layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
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layout(binding = 7, set = 1, scalar) buffer allSpheres_ {Sphere i[];} allSpheres;
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// clang-format on
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layout(push_constant) uniform Constants
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{
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vec4 clearColor;
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vec3 lightPosition;
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float lightIntensity;
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int lightType;
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}
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pushC;
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void main()
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{
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vec3 worldPos = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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Sphere instance = allSpheres.i[gl_PrimitiveID];
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// Computing the normal at hit position
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vec3 normal = normalize(worldPos - instance.center);
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// Computing the normal for a cube
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if(gl_HitKindEXT == KIND_CUBE) // Aabb
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{
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vec3 absN = abs(normal);
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float maxC = max(max(absN.x, absN.y), absN.z);
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normal = (maxC == absN.x) ?
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vec3(sign(normal.x), 0, 0) :
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(maxC == absN.y) ? vec3(0, sign(normal.y), 0) : vec3(0, 0, sign(normal.z));
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}
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// Vector toward the light
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vec3 L;
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float lightIntensity = pushC.lightIntensity;
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float lightDistance = 100000.0;
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// Point light
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if(pushC.lightType == 0)
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{
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vec3 lDir = pushC.lightPosition - worldPos;
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lightDistance = length(lDir);
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lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
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L = normalize(lDir);
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}
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else // Directional light
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{
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L = normalize(pushC.lightPosition - vec3(0));
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}
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// Material of the object
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int matIdx = matIndex[gl_InstanceID].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[gl_InstanceID].m[matIdx];
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// Diffuse
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vec3 diffuse = computeDiffuse(mat, L, normal);
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vec3 specular = vec3(0);
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float attenuation = 0.3;
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// Tracing shadow ray only if the light is visible from the surface
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if(dot(normal, L) > 0)
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{
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float tMin = 0.001;
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float tMax = lightDistance;
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vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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vec3 rayDir = L;
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uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT
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| gl_RayFlagsSkipClosestHitShaderEXT;
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isShadowed = true;
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traceRayEXT(topLevelAS, // acceleration structure
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flags, // rayFlags
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0xFF, // cullMask
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0, // sbtRecordOffset
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0, // sbtRecordStride
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1, // missIndex
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origin, // ray origin
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tMin, // ray min range
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rayDir, // ray direction
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tMax, // ray max range
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1 // payload (location = 1)
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);
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if(isShadowed)
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{
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attenuation = 0.3;
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}
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else
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{
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attenuation = 1;
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// Specular
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specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, normal);
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}
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}
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prd.hitValue = vec3(lightIntensity * attenuation * (diffuse + specular));
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}
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