Files
Vulkan-Samples/shaders/ray_queries/glsl/ray_shadow.vert
T
2025-09-04 10:54:47 +08:00

50 lines
1.4 KiB
GLSL

#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);
}