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#version 460
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#extension GL_EXT_ray_query : enable
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/* Copyright (c) 2021-2024 Holochip Corporation
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*
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* SPDX-License-Identifier: Apache-2.0
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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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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 normal;
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layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS;
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layout(set = 0, binding = 1) uniform GlobalUniform
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{
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mat4 view;
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mat4 proj;
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vec3 camera_position;
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vec3 light_position;
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}
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global_uniform;
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layout(location = 0) out vec4 o_pos;
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layout(location = 1) out vec3 o_normal;
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layout(location = 2) out vec4 scene_pos; // scene with respect to BVH coordinates
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void main(void)
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{
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// We want to be able to perform ray tracing, so don't apply any matrix to scene_pos
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scene_pos = vec4(position, 1);
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o_pos = global_uniform.view * vec4(position, 1);
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o_normal = normal;
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gl_Position = global_uniform.proj * global_uniform.view * vec4(position, 1.0);
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}
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