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

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/* 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
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 0, rgba8) uniform image2D image;
layout(binding = 2, set = 0) uniform CameraProperties
{
mat4 viewInverse;
mat4 projInverse;
} ubo;
layout(location = 0) rayPayloadEXT vec3 hitValue;
void main()
{
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeEXT.xy);
vec2 d = inUV * 2.0 - 1.0;
vec4 origin = ubo.viewInverse * vec4(0,0,0,1);
vec4 target = ubo.projInverse * vec4(d.x, d.y, 1, 1) ;
vec4 direction = ubo.viewInverse*vec4(normalize(target.xyz), 0) ;
float tmin = 0.001;
float tmax = 10000.0;
hitValue = vec3(0.0);
traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
}