42 lines
1.4 KiB
Text
42 lines
1.4 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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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#include "raycommon.glsl"
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#include "host_device.h"
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layout(location = 3) callableDataInEXT rayLight cLight;
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layout(push_constant) uniform _PushConstantRay
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{
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PushConstantRay pcRay;
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};
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void main()
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{
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vec3 lDir = pcRay.lightPosition - cLight.inHitPosition;
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cLight.outLightDistance = length(lDir);
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cLight.outIntensity = pcRay.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
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cLight.outLightDir = normalize(lDir);
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}
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