xash3d-fwgs/ref/vk/shaders/trace_additive.glsl

29 lines
1.1 KiB
GLSL

#ifndef TRACE_ADDITIVE_GLSL_INCLUDED
#define TRACE_ADDITIVE_GLSL_INCLUDED
vec3 traceAdditive(vec3 pos, vec3 dir, float L) {
const float additive_soft_overshoot = 16.;
vec3 ret = vec3(0., 0., 0.);
rayQueryEXT rq;
const uint flags = 0
| gl_RayFlagsCullFrontFacingTrianglesEXT
//| gl_RayFlagsSkipClosestHitShaderEXT
| gl_RayFlagsNoOpaqueEXT // force all to be non-opaque
;
rayQueryInitializeEXT(rq, tlas, flags, GEOMETRY_BIT_ADDITIVE, pos, 0., dir, L + additive_soft_overshoot);
while (rayQueryProceedEXT(rq)) {
const MiniGeometry geom = readCandidateMiniGeometry(rq);
const uint tex_base_color = getKusok(geom.kusok_index).tex_base_color;
const vec4 texture_color = texture(textures[nonuniformEXT(tex_base_color)], geom.uv);
const vec3 kusok_emissive = getKusok(geom.kusok_index).emissive;
const vec3 color = texture_color.rgb * kusok_emissive * texture_color.a; // * kusok_color.a;
const float hit_t = rayQueryGetIntersectionTEXT(rq, false);
const float overshoot = hit_t - L;
ret += color * smoothstep(additive_soft_overshoot, 0., overshoot);
}
return ret;
}
#endif //ifndef TRACE_ADDITIVE_GLSL_INCLUDED