bluenoise-raytracer/ray_tracing_anyhit/shaders/raytrace_rahit.glsl
2021-06-11 12:25:06 +02:00

63 lines
2.2 KiB
GLSL

/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
//#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "random.glsl"
#include "raycommon.glsl"
#include "wavefront.glsl"
// clang-format off
#ifdef PAYLOAD_0
layout(location = 0) rayPayloadInEXT hitPayload prd;
#elif defined(PAYLOAD_1)
layout(location = 1) rayPayloadInEXT shadowPayload prd;
#endif
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
// clang-format on
void main()
{
// Object data
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
Materials materials = Materials(objResource.materialAddress);
// Material of the object
int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials.m[matIdx];
if(mat.illum != 4)
return;
if(mat.dissolve == 0.0)
ignoreIntersectionEXT;
else if(rnd(prd.seed) > mat.dissolve)
ignoreIntersectionEXT;
}