52 lines
1.9 KiB
Text
52 lines
1.9 KiB
Text
|
|
#version 460
|
|||
|
|
#extension GL_EXT_ray_tracing : enable
|
|||
|
|
#extension GL_EXT_shader_image_load_formatted : enable
|
|||
|
|
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
|
|||
|
|
#extension GL_EXT_descriptor_heap : enable
|
|||
|
|
#extension GL_EXT_nonuniform_qualifier : enable
|
|||
|
|
|
|||
|
|
// Specialization constant set from descriptorHeap.bufferStartElement —
|
|||
|
|
// shared with closesthit.glsl. The TLAS lives at descriptor_heap slot
|
|||
|
|
// `bufferStart` (it's an SSBO-typed entry), the per-frame output image
|
|||
|
|
// at heap slot 0.
|
|||
|
|
layout(constant_id = 0) const uint16_t bufferStart = 0us;
|
|||
|
|
layout(descriptor_heap) uniform accelerationStructureEXT topLevelAS[];
|
|||
|
|
layout(descriptor_heap) uniform writeonly image2D image[];
|
|||
|
|
|
|||
|
|
layout(location = 0) rayPayloadEXT vec3 hitValue;
|
|||
|
|
|
|||
|
|
void main() {
|
|||
|
|
uvec2 pixel = gl_LaunchIDEXT.xy;
|
|||
|
|
uvec2 resolution = gl_LaunchSizeEXT.xy;
|
|||
|
|
vec2 uv = (vec2(pixel) + 0.5) / vec2(resolution);
|
|||
|
|
vec2 ndc = uv * 2.0 - 1.0;
|
|||
|
|
|
|||
|
|
// Camera positioned to look down the Sponza atrium axis. Sponza-OBJ
|
|||
|
|
// from McGuire's archive is roughly 30 units wide × 13 tall × 18 deep,
|
|||
|
|
// axis-aligned, with the floor near y=0 and the atrium centered on
|
|||
|
|
// origin. -X faces the long end, so we sit inside looking +X.
|
|||
|
|
vec3 origin = vec3(-10.0, 5.0, 0.0);
|
|||
|
|
float aspect = float(resolution.x) / float(resolution.y);
|
|||
|
|
float fov = radians(70.0);
|
|||
|
|
float tanHalf = tan(fov * 0.5);
|
|||
|
|
vec3 direction = normalize(vec3(
|
|||
|
|
ndc.x * aspect * tanHalf,
|
|||
|
|
-ndc.y * tanHalf,
|
|||
|
|
1.0));
|
|||
|
|
|
|||
|
|
// Rotate +Z forward → +X forward (90° about Y).
|
|||
|
|
direction = vec3(direction.z, direction.y, -direction.x);
|
|||
|
|
|
|||
|
|
traceRayEXT(
|
|||
|
|
topLevelAS[bufferStart],
|
|||
|
|
gl_RayFlagsNoneEXT,
|
|||
|
|
0xff,
|
|||
|
|
0, 0, 0,
|
|||
|
|
origin,
|
|||
|
|
0.001,
|
|||
|
|
direction,
|
|||
|
|
10000.0,
|
|||
|
|
0);
|
|||
|
|
|
|||
|
|
imageStore(image[0], ivec2(pixel), vec4(hitValue, 1.0));
|
|||
|
|
}
|