48 lines
1.7 KiB
Text
48 lines
1.7 KiB
Text
/*
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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 core
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#extension GL_EXT_ray_tracing : enable
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#extension GL_GOOGLE_include_directive : enable
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#include "raycommon.glsl"
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layout(location = 3) callableDataInEXT rayLight cLight;
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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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vec3 lightDirection;
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float lightSpotCutoff;
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float lightSpotOuterCutoff;
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int lightType;
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};
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void main()
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{
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vec3 lDir = lightPosition - cLight.inHitPosition;
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cLight.outLightDistance = length(lDir);
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cLight.outIntensity = lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
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cLight.outLightDir = normalize(lDir);
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float theta = dot(cLight.outLightDir, normalize(-lightDirection));
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float epsilon = lightSpotCutoff - lightSpotOuterCutoff;
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float spotIntensity = clamp((theta - lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
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cLight.outIntensity *= spotIntensity;
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}
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