#version 460 #extension GL_EXT_ray_query : enable /* Copyright (c) 2021-2024 Holochip Corporation * * SPDX-License-Identifier: Apache-2.0 * * 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. */ layout(location = 0) in vec4 in_pos; layout(location = 1) in vec3 in_normal; layout(location = 2) in vec4 in_scene_pos; layout(location = 0) out vec4 o_color; layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS; layout(set = 0, binding = 1) uniform GlobalUniform { mat4 model; mat4 view_proj; vec3 camera_position; vec3 light_position; } global_uniform; /** Calculate ambient occlusion */ float calculate_ambient_occlusion(vec3 object_point, vec3 object_normal) { const float ao_mult = 1; uint max_ao_each = 3; uint max_ao = max_ao_each * max_ao_each; const float max_dist = 2; const float tmin = 0.01, tmax = max_dist; float accumulated_ao = 0.f; vec3 u = abs(dot(object_normal, vec3(0, 0, 1))) > 0.9 ? cross(object_normal, vec3(1, 0, 0)) : cross(object_normal, vec3(0, 0, 1)); vec3 v = cross(object_normal, u); float accumulated_factor = 0; for (uint j = 0; j < max_ao_each; ++j) { float phi = 0.5*(-3.14159 + 2 * 3.14159 * (float(j + 1) / float(max_ao_each + 2))); for (uint k = 0; k < max_ao_each; ++k){ float theta = 0.5*(-3.14159 + 2 * 3.14159 * (float(k + 1) / float(max_ao_each + 2))); float x = cos(phi) * sin(theta); float y = sin(phi) * sin(theta); float z = cos(theta); vec3 direction = x * u + y * v + z * object_normal; rayQueryEXT query; rayQueryInitializeEXT(query, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, object_point, tmin, direction.xyz, tmax); rayQueryProceedEXT(query); float dist = max_dist; if (rayQueryGetIntersectionTypeEXT(query, true) != gl_RayQueryCommittedIntersectionNoneEXT) { dist = rayQueryGetIntersectionTEXT(query, true); } float ao = min(dist, max_dist); float factor = 0.2 + 0.8 * z * z; accumulated_factor += factor; accumulated_ao += ao * factor; } } accumulated_ao /= (max_dist * accumulated_factor); accumulated_ao *= accumulated_ao; accumulated_ao = max(min((accumulated_ao) * ao_mult, 1), 0); return accumulated_ao; } /** Apply ray tracing to determine whether the point intersects light */ bool intersects_light(vec3 light_origin, vec3 pos) { const float tmin = 0.01, tmax = 1000; const vec3 direction = light_origin - pos; rayQueryEXT query; // The following runs the actual ray query // For performance, use gl_RayFlagsTerminateOnFirstHitEXT, since we only need to know // whether an intersection exists, and not necessarily any particular intersection rayQueryInitializeEXT(query, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, pos, tmin, direction.xyz, 1.0); // The following is the canonical way of using ray Queries from the fragment shader when // there's more than one bounce or hit to traverse: // while (rayQueryProceedEXT(query)) { } // This sample has set flags to gl_RayFlagsTerminateOnFirstHitEXT which means that there // will never be a bounce and no need for an expensive while loop. (i.e. we only need to call it once). rayQueryProceedEXT(query); if (rayQueryGetIntersectionTypeEXT(query, true) != gl_RayQueryCommittedIntersectionNoneEXT) { // e.g. to get distance: // const float dist = rayQueryGetIntersectionTEXT(query, false); return true; } return false; } void main(void) { // this is where we apply the shadow const float ao = calculate_ambient_occlusion(in_scene_pos.xyz, in_normal); const vec4 lighting = intersects_light(global_uniform.light_position, in_scene_pos.xyz) ? vec4(0.2, 0.2, 0.2, 1) : vec4(1, 1, 1, 1); o_color = lighting * vec4(ao * vec3(1, 1, 1), 1); }