#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 vec3 position; layout(location = 1) in vec3 normal; layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS; layout(set = 0, binding = 1) uniform GlobalUniform { mat4 view; mat4 proj; vec3 camera_position; vec3 light_position; } global_uniform; layout(location = 0) out vec4 o_pos; layout(location = 1) out vec3 o_normal; layout(location = 2) out vec4 scene_pos; // scene with respect to BVH coordinates void main(void) { // We want to be able to perform ray tracing, so don't apply any matrix to scene_pos scene_pos = vec4(position, 1); o_pos = global_uniform.view * vec4(position, 1); o_normal = normal; gl_Position = global_uniform.proj * global_uniform.view * vec4(position, 1.0); }