blob: aeb8ec066856e46c2e199ce06fd5b4ff7010899b [file] [log] [blame]
#version 460
#extension GL_NV_ray_tracing : enable
#extension GL_EXT_ray_query : enable
struct Ray
{
vec3 pos;
float tmin;
vec3 dir;
float tmax;
};
layout(std430, set = 0, binding = 0) buffer Log
{
uint x;
uint y;
};
layout(binding = 1, set = 0) uniform accelerationStructureEXT rtas;
layout(std430, set = 0, binding = 2) buffer Rays { Ray rays[]; };
void doSomething()
{
x = 0;
y = 0;
}
uint launchIndex()
{
return gl_LaunchIDNV.z*gl_LaunchSizeNV.x*gl_LaunchSizeNV.y + gl_LaunchIDNV.y*gl_LaunchSizeNV.x + gl_LaunchIDNV.x;
}
void main()
{
uint index = launchIndex();
Ray ray = rays[index];
rayQueryEXT rayQuery;
bool committed_true = true;
bool committed_false = false;
rayQueryInitializeEXT(rayQuery, rtas, gl_RayFlagsOpaqueEXT, gl_RayFlagsCullBackFacingTrianglesEXT, ray.pos, ray.tmin, ray.dir, ray.tmax);
while (rayQueryProceedEXT(rayQuery))
{
mat4x3 mat_o2w;
mat4x3 mat_w2o;
uint candidateType = rayQueryGetIntersectionTypeEXT(rayQuery, committed_false);
if (candidateType == gl_RayQueryCandidateIntersectionTriangleEXT)
{
rayQueryTerminateEXT(rayQuery);
mat_o2w = rayQueryGetIntersectionObjectToWorldEXT(rayQuery, committed_false);
mat_w2o = rayQueryGetIntersectionWorldToObjectEXT(rayQuery, committed_false);
rayQueryConfirmIntersectionEXT(rayQuery);
if (rayQueryGetIntersectionFrontFaceEXT(rayQuery, committed_true))
{
doSomething();
}
if (rayQueryGetIntersectionBarycentricsEXT(rayQuery, committed_true).x == 0)
{
doSomething();
}
if (rayQueryGetIntersectionInstanceCustomIndexEXT(rayQuery, committed_true) > 0)
{
doSomething();
}
if (rayQueryGetIntersectionInstanceIdEXT(rayQuery, committed_true) > 0)
{
doSomething();
}
if (rayQueryGetIntersectionObjectRayDirectionEXT(rayQuery, committed_true).x > 0)
{
doSomething();
}
if (rayQueryGetIntersectionObjectRayOriginEXT(rayQuery, committed_true).x > 0)
{
doSomething();
}
if (rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, committed_true) > 0)
{
doSomething();
}
if (rayQueryGetIntersectionTEXT(rayQuery, committed_true) > 0.f)
{
doSomething();
}
if (rayQueryGetIntersectionInstanceShaderBindingTableRecordOffsetEXT(rayQuery, committed_true) > 0)
{
doSomething();
}
}
}
uint committedStatus = rayQueryGetIntersectionTypeEXT(rayQuery, committed_true);
if (committedStatus == gl_RayQueryCommittedIntersectionGeneratedEXT)
{
if (rayQueryGetIntersectionGeometryIndexEXT(rayQuery, committed_true) > 0)
{
doSomething();
}
}
}