40 lines
1.7 KiB
Plaintext
40 lines
1.7 KiB
Plaintext
#version 460 core
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_GOOGLE_include_directive : require
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#include "ray_common.glsl"
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#include "ray_kusochki.glsl"
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layout (constant_id = 6) const uint MAX_TEXTURES = 4096;
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layout (set = 0, binding = 6) uniform sampler2D textures[MAX_TEXTURES];
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layout (push_constant) uniform PC_ {
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PushConstants push_constants;
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};
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layout(location = PAYLOAD_LOCATION_ADDITIVE) rayPayloadInEXT RayPayloadAdditive payload_additive;
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hitAttributeEXT vec2 bary;
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void main() {
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const int instance_kusochki_offset = gl_InstanceCustomIndexEXT;
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const int kusok_index = instance_kusochki_offset + gl_GeometryIndexEXT;
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const uint first_index_offset = kusochki[kusok_index].index_offset + gl_PrimitiveID * 3;
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const uint vi1 = uint(indices[first_index_offset+0]) + kusochki[kusok_index].vertex_offset;
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const uint vi2 = uint(indices[first_index_offset+1]) + kusochki[kusok_index].vertex_offset;
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const uint vi3 = uint(indices[first_index_offset+2]) + kusochki[kusok_index].vertex_offset;
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const vec2 texture_uv = vertices[vi1].gl_tc * (1. - bary.x - bary.y) + vertices[vi2].gl_tc * bary.x + vertices[vi3].gl_tc * bary.y + push_constants.time * kusochki[kusok_index].uv_speed;
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// TODO mips
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const uint tex_index = kusochki[kusok_index].tex_base_color;
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const vec4 texture_color = texture(textures[nonuniformEXT(tex_index)], texture_uv);
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const vec3 color = texture_color.rgb * kusochki[kusok_index].color.rgb * texture_color.a * kusochki[kusok_index].color.a;
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const float overshoot = gl_HitTEXT - payload_additive.ray_distance;
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payload_additive.color += color * smoothstep(additive_soft_overshoot, 0., overshoot);
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ignoreIntersectionEXT;
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}
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