xash3d-fwgs/ref/vk/shaders/alphamask.rahit

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#version 460 core
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_shader_16bit_storage : require
#define GLSL
#include "ray_interop.h"
#undef GLSL
layout (set = 0, binding = 6) uniform sampler2D textures[MAX_TEXTURES];
layout(set = 0, binding = 30, std430) readonly buffer ModelHeaders { ModelHeader a[]; } model_headers;
layout(set = 0, binding = 31, std430) readonly buffer Kusochki { Kusok a[]; } kusochki;
layout(set = 0, binding = 32, std430) readonly buffer Indices { uint16_t a[]; } indices;
layout(set = 0, binding = 33, std430) readonly buffer Vertices { Vertex a[]; } vertices;
#include "ray_common.glsl"
#include "ray_kusochki.glsl"
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;
const uint tex_index = getKusok(kusok_index).material.tex_base_color;
const vec4 texture_color = texture(textures[nonuniformEXT(tex_index)], texture_uv);
if (texture_color.a < 0.1) {
ignoreIntersectionEXT;
}
}