bluenoise-raytracer/ray_tracing_indirect_scissor/shaders/raytrace.rgen
2021-06-11 12:25:06 +02:00

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/*
* 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_GOOGLE_include_directive : enable
#include "raycommon.glsl"
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 0, rgba32f) uniform image2D image;
layout(location = 0) rayPayloadEXT hitPayload prd;
layout(binding = 0, set = 1) uniform CameraProperties
{
mat4 view;
mat4 proj;
mat4 viewInverse;
mat4 projInverse;
}
cam;
layout(binding = 2, set = 0) buffer LanternArray
{
LanternIndirectEntry lanterns[];
}
lanterns;
void main()
{
// Global light pass is a full screen rectangle (lower corner 0,0), but
// lantern passes are only run within rectangles that may be offset.
ivec2 pixelOffset = ivec2(0);
if(pushC.lanternPassNumber >= 0)
{
pixelOffset.x = lanterns.lanterns[pushC.lanternPassNumber].offsetX;
pixelOffset.y = lanterns.lanterns[pushC.lanternPassNumber].offsetY;
}
const ivec2 pixelIntCoord = ivec2(gl_LaunchIDEXT.xy) + pixelOffset;
const vec2 pixelCenter = vec2(pixelIntCoord) + vec2(0.5);
const vec2 inUV = pixelCenter / vec2(pushC.screenX, pushC.screenY);
vec2 d = inUV * 2.0 - 1.0;
vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1);
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1);
vec4 direction = cam.viewInverse * vec4(normalize(target.xyz), 0);
uint rayFlags = gl_RayFlagsOpaqueEXT;
float tMin = 0.001;
float tMax = 10000.0;
// Lanterns (self-illuminating) and miss shader (constant background color)
// do not use additive blending. Only normal OBJ geometry is additive,
// OBJ closest hit sets this to true.
prd.additiveBlending = false;
traceRayEXT(topLevelAS, // acceleration structure
rayFlags, // rayFlags
0xFF, // cullMask
0, // sbtRecordOffset
0, // sbtRecordStride
0, // missIndex
origin.xyz, // ray origin
tMin, // ray min range
direction.xyz, // ray direction
tMax, // ray max range
0 // payload (location = 0)
);
// Either add to or replace output image color based on prd.additiveBlending.
// Global pass always replaces color as it is the first pass.
vec3 oldColor = vec3(0);
if(prd.additiveBlending && pushC.lanternPassNumber >= 0)
{
oldColor = imageLoad(image, pixelIntCoord).rgb;
}
imageStore(image, pixelIntCoord, vec4(prd.hitValue + oldColor, 1.0));
}