xash3d-fwgs/ref_vk/shaders/ray.rmiss
2021-10-20 11:58:53 -07:00

21 lines
661 B
GLSL

#version 460 core
#extension GL_GOOGLE_include_directive : require
#include "ray_common.glsl"
#include "ray_kusochki.glsl"
layout (set = 0, binding = 7/*, align=4*/) uniform UBOLights { Lights lights; };
layout(location = 0) rayPayloadInEXT RayPayload payload;
void main() {
const float sun_dot = max(0., dot(gl_WorldRayDirectionEXT, lights.sun_dir));
payload.hit_pos_t = vec4(-1.);
payload.geometry_normal = payload.normal = vec3(0., 1., 0.);
payload.reflection = 0.;
payload.roughness = 0.;
payload.base_color = vec3(0.);//mix(vec3(.1, .2, .7), lights.sun_color, pow(sun_dot, 100.));
//vec3(1., 0., 1.);
payload.kusok_index = -1;
}