2020-03-18 00:42:47 +00:00
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#version 460
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#extension GL_EXT_ray_tracing : enable
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2020-11-23 20:41:27 +00:00
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#extension GL_NV_shader_sm_builtins : enable
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#extension GL_KHR_shader_subgroup_ballot : enable
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#extension GL_ARB_shader_ballot : enable
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#extension GL_NV_shader_sm_builtins : enable
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2021-03-01 19:33:08 +00:00
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#extension GL_ARB_sparse_texture_clamp: enable
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2022-05-05 10:56:04 +00:00
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#extension GL_EXT_ray_cull_mask : enable
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2021-03-01 19:33:08 +00:00
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2020-03-18 00:42:47 +00:00
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layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT;
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layout(location = 0) rayPayloadEXT vec4 localPayload;
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layout(location = 1) rayPayloadInEXT vec4 incomingPayload;
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2021-03-01 19:33:08 +00:00
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layout(binding = 1, set = 0) uniform sampler2D s2D;
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layout(location = 2) in vec2 c2;
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layout(location = 3) in float lodClamp;
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2020-03-18 00:42:47 +00:00
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void main()
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{
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uvec3 v0 = gl_LaunchIDEXT;
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uvec3 v1 = gl_LaunchSizeEXT;
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vec3 v2 = gl_WorldRayOriginEXT;
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vec3 v3 = gl_WorldRayDirectionEXT;
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float v4 = gl_RayTminEXT;
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float v5 = gl_RayTmaxEXT;
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2022-05-05 10:56:04 +00:00
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uint v6 = gl_CullMaskEXT;
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2020-03-18 00:42:47 +00:00
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traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1);
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2020-11-23 20:41:27 +00:00
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incomingPayload.x = float(gl_SubGroupSizeARB) + float(gl_SubgroupEqMask) + float(gl_WarpIDNV);
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2021-03-01 19:33:08 +00:00
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vec4 texel = textureGradOffsetClampARB(s2D, c2, c2, c2, ivec2(5), lodClamp);
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2020-03-18 00:42:47 +00:00
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}
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