xash3d-fwgs/ref/vk/shaders/ray_common_alphatest.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
#extension GL_EXT_ray_tracing: require
#define GLSL
#include "ray_interop.h"
#undef GLSL
// TODO not really needed here?
// It's an artifact of readHitGeometry() computing uv_lods, which we don't really use in this shader
// Split readHitGeometry into basic and advanced
layout(set = 0, binding = 2) uniform UBO { UniformBuffer ubo; } ubo;
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_primary_common.glsl"
#include "ray_kusochki.glsl"
hitAttributeEXT vec2 bary;
#include "rt_geometry.glsl"
const float alpha_mask_threshold = .1f;
void main() {
const Geometry geom = readHitGeometry(bary, ubo.ubo.ray_cone_width);
const uint tex_index = getKusok(geom.kusok_index).material.tex_base_color;
const vec4 texture_color = texture(textures[nonuniformEXT(tex_index)], geom.uv);
if (texture_color.a < alpha_mask_threshold) {
ignoreIntersectionEXT;
}
}