23 lines
775 B
GLSL
23 lines
775 B
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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// 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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