Files

121 lines
4.6 KiB
GLSL

#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_samplerless_texture_functions : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_ray_query : enable
#include "../common/shared_functions.glsl"
layout (set = 0, binding = 0) uniform writeonly image2D rayShadowMask;
layout (set = 0, binding = 1) uniform UniformFrameData { PerFrameData frameData; };
layout (set = 0, binding = 2) uniform accelerationStructureEXT topLevelAS;
layout (set = 0, binding = 3) uniform texture2D inDepth;
layout (set = 0, binding = 4) readonly buffer SSBOPerObject { StaticMeshPerObjectData objectDatas[]; };
layout (set = 1, binding = 0) readonly buffer BindlessSSBOVertices { float data[]; } verticesArray[];
layout (set = 2, binding = 0) readonly buffer BindlessSSBOIndices { uint data[]; } indicesArray[];
layout (set = 3, binding = 0) uniform texture2D texture2DBindlessArray[];
layout (set = 4, binding = 0) uniform sampler samplerArray[];
#define SHARED_SAMPLER_SET 5
#include "../common/shared_sampler.glsl"
#define BLUE_NOISE_BUFFER_SET 6
#include "../common/shared_bluenoise.glsl"
bool hitTest(in rayQueryEXT rayQuery)
{
int instanceCustomIndexEXT = rayQueryGetIntersectionInstanceIdEXT(rayQuery, false);
const StaticMeshPerObjectData objectData = objectDatas[instanceCustomIndexEXT];
const MaterialStandardPBR material = objectData.material;
int primitiveID = int(objectData.indexStartPosition) + rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, false) * 3;
const uint indicesId = objectData.indicesArrayId;
const uint uv0Id = objectData.uv0sArrayId;
// Hit triangle id.
const uint vertexId_0 = indicesArray[nonuniformEXT(indicesId)].data[primitiveID + 0];
const uint vertexId_1 = indicesArray[nonuniformEXT(indicesId)].data[primitiveID + 1];
const uint vertexId_2 = indicesArray[nonuniformEXT(indicesId)].data[primitiveID + 2];
vec2 v0, v1, v2;
v0.x = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_0 * kUv0Strip + 0];
v0.y = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_0 * kUv0Strip + 1];
v1.x = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_1 * kUv0Strip + 0];
v1.y = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_1 * kUv0Strip + 1];
v2.x = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_2 * kUv0Strip + 0];
v2.y = verticesArray[nonuniformEXT(uv0Id)].data[vertexId_2 * kUv0Strip + 1];
vec2 bary = rayQueryGetIntersectionBarycentricsEXT(rayQuery, false);
const vec3 barycentrics = vec3(1.0 - bary.x - bary.y, bary.x, bary.y);
vec4 baseColor = texture(
sampler2D(texture2DBindlessArray[nonuniformEXT(material.baseColorId)], samplerArray[nonuniformEXT(material.baseColorSampler)]),
v0 * barycentrics.x + v1 * barycentrics.y + v2 * barycentrics.z);
if(baseColor.a < material.cutoff)
{
return false;
}
return true;
}
// Accurate rt hard shadow need sample mask.
layout (local_size_x = 8, local_size_y = 8) in;
void main()
{
ivec2 colorSize = imageSize(rayShadowMask);
uvec2 groupThreadId = remap8x8(gl_LocalInvocationIndex);
uvec2 dispatchId = groupThreadId + gl_WorkGroupID.xy * 8;
ivec2 workPos = ivec2(dispatchId);
if(workPos.x >= colorSize.x || workPos.y >= colorSize.y)
{
return;
}
const vec2 uv = (vec2(workPos) + vec2(0.5f)) / vec2(colorSize);
float shadow = 1.0f;
const float deviceZ = texelFetch(inDepth, workPos, 0).r;
if(deviceZ > 0.0f)
{
vec3 worldPos = getWorldPos(uv, deviceZ, frameData);
uint rayFlags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsSkipClosestHitShaderEXT | gl_RayFlagsCullBackFacingTrianglesEXT;
const vec3 rayDirection = -normalize(frameData.sky.direction);
const float rayMinRange = 0.01f;
const float rayMaxRange = 1000.0f;
rayQueryEXT rayQuery;
rayQueryInitializeEXT(rayQuery, topLevelAS, rayFlags, 0xFF, worldPos, rayMinRange, rayDirection, rayMaxRange);
while(rayQueryProceedEXT(rayQuery))
{
if(rayQueryGetIntersectionTypeEXT(rayQuery, false) == gl_RayQueryCandidateIntersectionTriangleEXT)
{
if(hitTest(rayQuery))
{
rayQueryConfirmIntersectionEXT(rayQuery);
}
}
}
if (rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionNoneEXT)
{
shadow *= 0.0;
}
}
// Final store.
imageStore(rayShadowMask, workPos, vec4(shadow));
}