#version 460 core #extension GL_EXT_nonuniform_qualifier : enable #extension GL_GOOGLE_include_directive : require #include "ray_common.glsl" #include "ray_kusochki.glsl" layout (set = 0, binding = 6) uniform sampler2D textures[MAX_TEXTURES]; layout (push_constant) uniform PC_ { PushConstants push_constants; }; layout(location = PAYLOAD_LOCATION_ADDITIVE) rayPayloadInEXT RayPayloadAdditive payload_additive; hitAttributeEXT vec2 bary; void main() { const int instance_kusochki_offset = gl_InstanceCustomIndexEXT; const int kusok_index = instance_kusochki_offset + gl_GeometryIndexEXT; const uint first_index_offset = getKusok(kusok_index).index_offset + gl_PrimitiveID * 3; const uint vi1 = uint(getIndex(first_index_offset+0)) + getKusok(kusok_index).vertex_offset; const uint vi2 = uint(getIndex(first_index_offset+1)) + getKusok(kusok_index).vertex_offset; const uint vi3 = uint(getIndex(first_index_offset+2)) + getKusok(kusok_index).vertex_offset; const vec2 texture_uv = GET_VERTEX(vi1).gl_tc * (1. - bary.x - bary.y) + GET_VERTEX(vi2).gl_tc * bary.x + GET_VERTEX(vi3).gl_tc * bary.y + push_constants.time * getKusok(kusok_index).uv_speed; // TODO mips const uint tex_index = getKusok(kusok_index).tex_base_color; const vec4 texture_color = texture(textures[nonuniformEXT(tex_index)], texture_uv); const vec3 color = texture_color.rgb * getKusok(kusok_index).color.rgb * texture_color.a * getKusok(kusok_index).color.a; const float overshoot = gl_HitTEXT - payload_additive.ray_distance; payload_additive.color += color * smoothstep(additive_soft_overshoot, 0., overshoot); ignoreIntersectionEXT; }