60 lines
2.2 KiB
Text
60 lines
2.2 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
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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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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#extension GL_EXT_buffer_reference2 : require
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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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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
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layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
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layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
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layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
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layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
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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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SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
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MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
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Materials materials = Materials(objResource.materialAddress);
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int matIdx = matIndices.i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials.m[matIdx];
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if(mat.illum != 4)
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return;
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uint seed = prd.seed; // We don't want to modify the PRD
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if(mat.dissolve == 0.0)
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ignoreIntersectionEXT;
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else if(rnd(seed) > mat.dissolve)
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ignoreIntersectionEXT;
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}
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