74 lines
2.0 KiB
Plaintext
74 lines
2.0 KiB
Plaintext
/*
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* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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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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* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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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(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS;
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layout(set = 0, binding = 1, rgba8) uniform image2D image;
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layout(set = 0, binding = 2) uniform CameraProperties
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{
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mat4 viewInverse;
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mat4 projInverse;
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}
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cam;
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struct hitPayload
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{
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vec3 radiance;
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vec3 attenuation;
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int done;
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vec3 rayOrigin;
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vec3 rayDir;
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};
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layout(location = 0) rayPayloadEXT hitPayload prd;
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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 = 1e32;
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prd.rayOrigin = origin.xyz;
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prd.rayDir = direction.xyz;
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prd.radiance = vec3(0.0);
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prd.attenuation = vec3(1.0);
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prd.done = 0;
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vec3 hitValue = vec3(0);
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for (int depth = 0; depth < 64; depth++)
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{
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traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, prd.rayOrigin, tmin, prd.rayDir, tmax, 0);
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hitValue += prd.radiance;
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if (prd.done == 1 || length(prd.attenuation) < 0.1)
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break;
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}
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
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}
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