53 lines
1.8 KiB
GLSL
53 lines
1.8 KiB
GLSL
//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_shader_image_load_formatted : enable
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#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
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#extension GL_EXT_descriptor_heap : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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// Specialization constant set from descriptorHeap.bufferStartElement —
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// same pattern as the Sponza example. The TLAS lives at descriptor_heap
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// slot `bufferStart`, the per-frame output image at heap slot 0.
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layout(constant_id = 0) const uint16_t bufferStart = 0us;
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layout(descriptor_heap) uniform accelerationStructureEXT topLevelAS[];
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layout(descriptor_heap) uniform writeonly image2D image[];
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layout(location = 0) rayPayloadEXT vec3 hitValue;
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void main() {
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uvec2 pixel = gl_LaunchIDEXT.xy;
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uvec2 resolution = gl_LaunchSizeEXT.xy;
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vec2 uv = (vec2(pixel) + 0.5) / vec2(resolution);
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vec2 ndc = uv * 2.0 - 1.0;
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// Fixed camera framing the 3x3x3 grid (extent = (kGrid-1)*kSpacing
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// = 6): position ext*(1.1, 0.8, 1.6) looking at the grid centre —
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// the WebGPU example's initial free-camera pose.
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vec3 origin = vec3(6.6, 4.8, 9.6);
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vec3 forward = normalize(-origin);
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vec3 right = normalize(cross(forward, vec3(0.0, 1.0, 0.0)));
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vec3 up = cross(right, forward);
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float aspect = float(resolution.x) / float(resolution.y);
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float tanHalf = tan(radians(70.0) * 0.5);
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vec3 direction = normalize(
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right * (ndc.x * aspect * tanHalf) +
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up * (-ndc.y * tanHalf) +
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forward);
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traceRayEXT(
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topLevelAS[bufferStart],
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gl_RayFlagsNoneEXT,
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0xff,
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0, 0, 0,
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origin,
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0.01,
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direction,
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100000.0,
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0);
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imageStore(image[0], ivec2(pixel), vec4(hitValue, 1.0));
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}
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