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

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GLSL

/*
* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
*
* 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.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
struct hitPayload
{
vec3 radiance;
vec3 attenuation;
int done;
vec3 rayOrigin;
vec3 rayDir;
};
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadEXT bool isShadowed;
hitAttributeEXT vec3 attribs;
struct WaveFrontMaterial
{
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Vertex
{
vec3 pos;
vec3 nrm;
};
struct ObjBuffers
{
uint64_t vertices;
uint64_t indices;
uint64_t materials;
uint64_t materialIndices;
};
// clang-format off
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(buffer_reference, scalar) buffer Indices {uvec3 i[]; }; // Triangle indices
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS;
layout(set = 0, binding = 3) buffer _scene_desc { ObjBuffers i[]; } scene_desc;
// clang-format on
vec3 computeSpecular(WaveFrontMaterial mat, vec3 V, vec3 L, vec3 N)
{
const float kPi = 3.14159265;
const float kShininess = max(mat.shininess, 4.0);
// Specular
const float kEnergyConservation = (2.0 + kShininess) / (2.0 * kPi);
V = normalize(-V);
vec3 R = reflect(-L, N);
float specular = kEnergyConservation * pow(max(dot(V, R), 0.0), kShininess);
return vec3(mat.specular * specular);
}
void main()
{
// When contructing the TLAS, we stored the model id in InstanceCustomIndexEXT, so the
// the instance can quickly have access to the data
// Object data
ObjBuffers objResource = scene_desc.i[gl_InstanceCustomIndexEXT];
MatIndices matIndices = MatIndices(objResource.materialIndices);
Materials materials = Materials(objResource.materials);
Indices indices = Indices(objResource.indices);
Vertices vertices = Vertices(objResource.vertices);
// Retrieve the material used on this triangle 'PrimitiveID'
int mat_idx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials.m[mat_idx]; // Material for this triangle
// Indices of the triangle
uvec3 ind = indices.i[gl_PrimitiveID];
// Vertex of the triangle
Vertex v0 = vertices.v[ind.x];
Vertex v1 = vertices.v[ind.y];
Vertex v2 = vertices.v[ind.z];
// Barycentric coordinates of the triangle
const vec3 barycentrics = vec3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y);
// Computing the normal at hit position
vec3 N = v0.nrm.xyz * barycentrics.x + v1.nrm.xyz * barycentrics.y + v2.nrm.xyz * barycentrics.z;
N = normalize(vec3(N.xyz * gl_WorldToObjectEXT)); // Transforming the normal to world space
// Computing the coordinates of the hit position
vec3 P = v0.pos.xyz * barycentrics.x + v1.pos.xyz * barycentrics.y + v2.pos.xyz * barycentrics.z;
P = vec3(gl_ObjectToWorldEXT * vec4(P, 1.0)); // Transforming the position to world space
// Hardocded (to) light direction
vec3 L = normalize(vec3(1, 1, 1));
float NdotL = dot(N, L);
// Fake Lambertian to avoid black
vec3 diffuse = mat.diffuse * max(NdotL, 0.3);
vec3 specular = vec3(0);
// Tracing shadow ray only if the light is visible from the surface
if (NdotL > 0)
{
float tMin = 0.001;
float tMax = 1e32; // infinite
vec3 origin = P;
vec3 rayDir = L;
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
isShadowed = true;
traceRayEXT(topLevelAS, // acceleration structure
flags, // rayFlags
0xFF, // cullMask
0, // sbtRecordOffset
0, // sbtRecordStride
1, // missIndex
origin, // ray origin
tMin, // ray min range
rayDir, // ray direction
tMax, // ray max range
1 // payload (location = 1)
);
if (isShadowed)
diffuse *= 0.3;
else
// Add specular only if not in shadow
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, N);
}
prd.radiance = (diffuse + specular) * (1 - mat.shininess) * prd.attenuation;
// Reflect
vec3 rayDir = reflect(gl_WorldRayDirectionEXT, N);
prd.attenuation *= vec3(mat.shininess);
prd.rayOrigin = P;
prd.rayDir = rayDir;
}