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- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #include <Atom/Features/SrgSemantics.azsli>
- #include "RayTracingCommon.azsli"
- // top level ray generation shader, each thread casts a ray straight into the scene
- [shader("raygeneration")]
- void RayGenerationShader()
- {
- float2 dims = (float2)DispatchRaysDimensions();
- float2 halfDims = dims / 2;
- float2 lerpValues = (float2)DispatchRaysIndex() / dims;
-
- RayDesc ray;
- ray.Origin = float3(lerp(-halfDims.x, halfDims.x, lerpValues.x), lerp(halfDims.y, -halfDims.y, lerpValues.y), 0.0f);
- ray.Direction = float3(0.0f, 0.0f, 1.0f);
- ray.TMin = 0.001f;
- ray.TMax = 10000.0f;
- RayPayload payload = { float4(0.0f, 0.0f, 0.0f, 0.0f) };
- TraceRay(RayTracingGlobalSrg::m_scene, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, 0xFF, 0, 0, 0, ray, payload);
- RayTracingGlobalSrg::m_output[DispatchRaysIndex().xy] = payload.color;
- }
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