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/* Copyright (c) 2019-2024, Sascha Willems
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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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#version 460
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#extension GL_EXT_ray_tracing : enable
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 1, set = 0, rgba8) uniform image2D image;
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layout(binding = 2, set = 0) uniform CameraProperties
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{
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mat4 viewInverse;
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mat4 projInverse;
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} cam;
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layout(location = 0) rayPayloadEXT vec3 hitValue;
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void main()
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{
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const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
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const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeEXT.xy);
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vec2 d = inUV * 2.0 - 1.0;
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vec4 origin = cam.viewInverse * vec4(0,0,0,1);
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vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ;
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vec4 direction = cam.viewInverse*vec4(normalize(target.xyz), 0) ;
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float tmin = 0.001;
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float tmax = 10000.0;
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hitValue = vec3(0.0);
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traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
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}
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