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24 changes: 24 additions & 0 deletions
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res/org/lwjgl/demo/vulkan/raytracing/hybridmagicavoxel/raster.fs.glsl
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/* | ||
* Copyright LWJGL. All rights reserved. | ||
* License terms: https://www.lwjgl.org/license | ||
*/ | ||
#version 460 | ||
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layout(early_fragment_tests) in; | ||
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layout(location = 0) in vec3 normal; | ||
layout(location = 1) flat in uint type; | ||
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layout(location = 0) out vec4 color; | ||
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/** | ||
* Encode an uint in the range [0..255] to a float | ||
* that will be stored in an 8-bit SNORM format. | ||
*/ | ||
float uintToSnorm8(uint v) { | ||
return float(v) / 127.0 - 1.0; | ||
} | ||
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void main(void) { | ||
color = vec4(normal, uintToSnorm8(type)); | ||
} |
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res/org/lwjgl/demo/vulkan/raytracing/hybridmagicavoxel/raster.vs.glsl
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/* | ||
* Copyright LWJGL. All rights reserved. | ||
* License terms: https://www.lwjgl.org/license | ||
*/ | ||
#version 460 | ||
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layout(binding = 0, set = 0) uniform Camera { | ||
mat4 mvp; | ||
mat4 projInverse; | ||
mat4 viewInverse; | ||
} cam; | ||
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layout(location = 0) in vec3 vertex; | ||
layout(location = 1) in uint typeAndSide; | ||
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layout(location = 0) out vec3 out_normal; | ||
layout(location = 1) flat out uint type; | ||
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const vec3 N[6] = vec3[6](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1)); | ||
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#define OFFSET_SCALE 3E-4 | ||
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vec3 offset() { | ||
uint s = typeAndSide >> 8u; | ||
vec3 r = vec3(gl_VertexIndex & 1, gl_VertexIndex >> 1 & 1, 0.5) * 2.0 - vec3(1.0); | ||
return s < 2u ? r.zxy : s < 4u ? r.yzx : r.xyz; | ||
} | ||
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void main(void) { | ||
out_normal = N[typeAndSide >> 8u]; | ||
type = typeAndSide & 0xFFu; | ||
gl_Position = cam.mvp * vec4(vertex, 1.0); | ||
} |
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res/org/lwjgl/demo/vulkan/raytracing/hybridmagicavoxel/raygen.glsl
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/* | ||
* Copyright LWJGL. All rights reserved. | ||
* License terms: https://www.lwjgl.org/license | ||
*/ | ||
#version 460 | ||
#extension GL_EXT_ray_tracing : enable | ||
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layout(location = 0) rayPayloadEXT bool payload; | ||
layout(binding = 0, set = 0) uniform accelerationStructureEXT acc; | ||
layout(binding = 1, set = 0, rgba8) uniform image2D image; | ||
layout(binding = 2, set = 0) uniform Camera { | ||
mat4 mvp; | ||
mat4 projInverse; | ||
mat4 viewInverse; | ||
} cam; | ||
layout(binding = 3, set = 0) buffer Materials { uint m[]; } materials; | ||
layout(binding = 4, set = 0) uniform sampler2D depthImage; | ||
layout(binding = 5, set = 0) uniform sampler2D normalAndTypeImage; | ||
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/** | ||
* Decode a float stored in an 8-bit SNORM format | ||
* to an uint in the range [0..255]. | ||
*/ | ||
uint snorm8toUint(float snorm8) { | ||
return uint((snorm8 + 1.0) * 127.0); | ||
} | ||
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void main(void) { | ||
vec2 px = vec2(gl_LaunchIDEXT.xy) + vec2(0.5); | ||
vec2 tex = px / vec2(gl_LaunchSizeEXT.xy); | ||
vec2 ndc = tex * 2.0 - vec2(1.0); | ||
float z = textureLod(depthImage, tex, 0.0).r; | ||
vec4 vc = cam.projInverse * vec4(ndc, z, 1.0); | ||
vec3 direction = (cam.viewInverse * vec4(vc.xyz / vc.z, 0.0)).xyz; | ||
vec3 origin = cam.viewInverse[3].xyz + direction * vc.z / vc.w; | ||
uint rayFlags = gl_RayFlagsOpaqueEXT | | ||
gl_RayFlagsCullBackFacingTrianglesEXT | | ||
gl_RayFlagsSkipClosestHitShaderEXT | | ||
gl_RayFlagsTerminateOnFirstHitEXT; | ||
float tMin = 0.0; | ||
float tMax = 1E+4; | ||
vec4 normalAndType = textureLod(normalAndTypeImage, tex, 0.0); | ||
vec3 normal = normalAndType.xyz; | ||
uint type = snorm8toUint(normalAndType.w); | ||
vec3 col = unpackUnorm4x8(materials.m[type]).rgb; | ||
origin += normal * 1E-4; | ||
direction = normalize(vec3(-0.7, 0.8, 0.4)); | ||
payload = true; | ||
traceRayEXT( | ||
acc, // acceleration structure | ||
rayFlags, // rayFlags | ||
0xFF, // cullMask | ||
0, // sbtRecordOffset // <- see comment [1] below | ||
0, // sbtRecordStride // <- see comment [1] below | ||
0, // missIndex | ||
origin, // ray origin | ||
tMin, // ray min range | ||
direction, // ray direction | ||
tMax, // ray max range | ||
0 // payload (location = 0) | ||
); | ||
col *= (payload ? 0.4 : 1.0) * dot(direction, normal); | ||
imageStore(image, ivec2(gl_LaunchIDEXT), vec4(col, 1.0)); | ||
} | ||
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/* | ||
* [1]: The formula to determine the hit shader binding table record to invoke is based on the sbt offset and stride | ||
* given to vkCmdTraceRaysKHR() call (sbt.offset and sbt.stride) as well the BLAS instance's SBT offset | ||
* (VkAccelerationStructureInstanceKHR.instanceShaderBindingTableRecordOffset) and the geometryIndex inside one BLAS | ||
* as well as the sbtRecordOffset and sbtRecordStride arguments to traceRayEXT(), in the following way: | ||
* | ||
* hitShaderAddress = sbt.offset + sbt.stride * ( instance.sbtOffset + geometryIndex * sbtRecordStride + sbtRecordOffset ) | ||
* | ||
* Reference: https://vulkan.lunarg.com/doc/view/1.2.135.0/windows/chunked_spec/chap35.html#_hit_shaders | ||
*/ |
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res/org/lwjgl/demo/vulkan/raytracing/hybridmagicavoxel/raymiss.glsl
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/* | ||
* Copyright LWJGL. All rights reserved. | ||
* License terms: https://www.lwjgl.org/license | ||
*/ | ||
#version 460 | ||
#extension GL_EXT_ray_tracing : enable | ||
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layout(location = 0) rayPayloadInEXT bool payload; | ||
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void main(void) { | ||
payload = false; | ||
} |
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