| #version 460 |
| #extension GL_EXT_ray_tracing : enable |
| #extension GL_NV_shader_invocation_reorder : enable |
| #extension GL_NV_ray_tracing_motion_blur : enable |
| layout(location = 1) rayPayloadEXT vec4 payload; |
| layout(location = 2) rayPayloadEXT pBlock { vec2 val1; vec2 val2; }; |
| layout(location = 2) hitObjectAttributeNV vec2 attr; |
| layout(location = 3) hitObjectAttributeNV hBlock { float attrval;}; |
| layout(binding = 0) uniform accelerationStructureEXT as; |
| layout(binding = 1) buffer block { |
| float op; |
| }; |
| void main() |
| { |
| hitObjectNV hObj; |
| hitObjectNV hObjHit, hObjMiss, hObjNop; |
| attr = vec2(1.0); |
| attrval = 2.0; |
| hitObjectTraceRayNV(hObj, as, 1U, 1U, 1U, 1U, 1U, vec3(0.5), 0.5, vec3(1), 1.0, 1); |
| hitObjectTraceRayMotionNV(hObj, as, 1U, 1U, 1U, 1U, 1U, vec3(0.5), 0.5, vec3(1), 1.0, 10.0, 2); |
| hitObjectRecordHitNV(hObj, as, 1, 1, 1, 2U, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 2); |
| hitObjectRecordHitMotionNV(hObj, as, 1, 1, 1, 2U, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 4.0f, 2); |
| hitObjectRecordHitWithIndexNV(hObjHit, as, 1, 1, 1, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 3); |
| hitObjectRecordHitWithIndexMotionNV(hObjHit, as, 1, 1, 1, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 4.0f, 3); |
| hitObjectRecordEmptyNV(hObjNop); |
| hitObjectRecordMissNV(hObjMiss, 1U, vec3(0.5), 2.0, vec3(1.5), 5.0); |
| hitObjectRecordMissMotionNV(hObjMiss, 1U, vec3(0.5), 2.0, vec3(1.5), 5.0, 8.0f); |
| hitObjectExecuteShaderNV(hObjHit, 2); |
| if (hitObjectIsHitNV(hObj)) { |
| op = 1.0f; |
| } else if (hitObjectIsMissNV(hObj)) { |
| op = 2.0f; |
| } else if (hitObjectIsEmptyNV(hObj)) { |
| op = 3.0f; |
| } |
| |
| |
| float tmin = hitObjectGetRayTMinNV(hObjHit); |
| float tmax = hitObjectGetRayTMaxNV(hObjHit); |
| vec3 orig = hitObjectGetWorldRayOriginNV(hObjHit); |
| vec3 dir = hitObjectGetWorldRayDirectionNV(hObjHit); |
| vec3 oorig = hitObjectGetObjectRayOriginNV(hObjHit); |
| vec3 odir = hitObjectGetObjectRayDirectionNV(hObjHit); |
| mat4x3 otw = hitObjectGetObjectToWorldNV(hObjHit); |
| mat4x3 wto = hitObjectGetWorldToObjectNV(hObjHit); |
| int cid = hitObjectGetInstanceCustomIndexNV(hObjMiss); |
| int iid = hitObjectGetInstanceIdNV(hObjNop); |
| int pid = hitObjectGetPrimitiveIndexNV(hObj); |
| int gid = hitObjectGetGeometryIndexNV(hObj); |
| uint hkind = hitObjectGetHitKindNV(hObj); |
| hitObjectGetAttributesNV(hObj, 2); |
| uvec2 handle = hitObjectGetShaderRecordBufferHandleNV(hObj); |
| uint rid = hitObjectGetShaderBindingTableRecordIndexNV(hObj); |
| |
| |
| |
| |
| } |