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Vulkan-Samples/shaders/ray_tracing_position_fetch/glsl/closesthit.rchit
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2025-09-04 10:54:47 +08:00

62 lines
1.9 KiB
GLSL

/* Copyright (c) 2024, Sascha Willems
*
* 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.
*/
#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_nonuniform_qualifier : enable
// This extension is required for fetching position data in the closest hit shader
#extension GL_EXT_ray_tracing_position_fetch : require
layout(location = 0) rayPayloadInEXT vec3 hitValue;
hitAttributeEXT vec2 attribs;
layout(binding = 2, set = 0) uniform UBO
{
mat4 viewInverse;
mat4 projInverse;
int displayMode;
} ubo;
void main()
{
// We need the barycentric coordinates to calculate data for the current position
const vec3 barycentricCoords = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// With VK_KHR_ray_tracing_position_fetch we can access the vertices for the hit triangle in the shader
vec3 pos0 = gl_HitTriangleVertexPositionsEXT[0];
vec3 pos1 = gl_HitTriangleVertexPositionsEXT[1];
vec3 pos2 = gl_HitTriangleVertexPositionsEXT[2];
vec3 currentPos = pos0 * barycentricCoords.x + pos1 * barycentricCoords.y + pos2 * barycentricCoords.z;
hitValue = vec3(0.0);
switch (ubo.displayMode) {
case(0): {
// Visualize the geometric normal
vec3 normal = normalize(cross(pos1 - pos0, pos2 - pos0));
normal = normalize(vec3(normal * gl_WorldToObjectEXT));
hitValue = normal;
break;
}
case(1): {
// Visualize the vertex position
hitValue = currentPos;
break;
}
}
}