Implicit surface rendering via ray tracing
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/*
* Copyright (c) 2022, 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) 2014-2022 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 450
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "dh_sky.h"
layout(local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1) in;
layout(set = 0, binding = eSkyOutImage) writeonly uniform image2D g_out_hdr;
layout(set = 0, binding = eSkyParam) uniform SkyInfo_
{
ProceduralSkyShaderParameters skyInfo;
};
layout(push_constant) uniform SkyDomePushConstant_
{
SkyPushConstant pc;
};
void main()
{
const vec2 pixel_center = vec2(gl_GlobalInvocationID.xy) + vec2(0.5F);
const vec2 in_uv = pixel_center / vec2(imageSize(g_out_hdr));
const vec2 d = in_uv * 2.0 - 1.0;
vec3 direction = normalize(vec3(pc.mvp * vec4(d.x, d.y, 1.0F, 1.0F)));
vec3 color = proceduralSky(skyInfo, direction, 0.0F);
imageStore(g_out_hdr, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1.0F));
}