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render_raytrace.rmiss.glsl
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70 lines (61 loc) · 2.08 KB
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/*
* Copyright (c) 2024-2025, 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) 2024-2025, NVIDIA CORPORATION.
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int32 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
#include "shaderio.h"
#include "nvshaders/sky_functions.h.slang"
//////////////////////////////////////////////////////////////
layout(scalar, binding = BINDINGS_FRAME_UBO, set = 0) uniform frameConstantsBuffer
{
FrameConstants view;
};
//////////////////////////////////////////////////////////////
#if RAYTRACING_PAYLOAD_INDEX == 0
layout(location = RAYTRACING_PAYLOAD_INDEX) rayPayloadInEXT RayPayload rayHit;
#else
layout(location = RAYTRACING_PAYLOAD_INDEX) rayPayloadInEXT float rayHit;
#endif
//////////////////////////////////////////////////////////////
void main()
{
#if RAYTRACING_PAYLOAD_INDEX == 0
#if ALLOW_SHADING
vec3 skyColor = evalSimpleSky(view.skyParams, gl_WorldRayDirectionEXT);
rayHit.color = skyColor;
rayHit.hitT = 0;
#if USE_DLSS
rayHit.dlssAlbedo = vec4(skyColor,1);
rayHit.dlssNormalRoughness = vec4(0);
rayHit.dlssSpecular = vec3(0);
#endif
#elif USE_DEPTH_ONLY
rayHit.hitT = 0;
#else
rayHit.color = vec3(0);
rayHit.hitT = 0;
#endif
#else
rayHit = 0;
#endif
}