35 lines
1.1 KiB
Plaintext
35 lines
1.1 KiB
Plaintext
import Common;
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import RayTracingData;
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[shader("raygeneration")]
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void raygen()
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{
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const float2 pixelCenter = float2(DispatchRaysIndex().xy) + float2(0.5);
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const float2 inUV = pixelCenter / float2(DispatchRaysDimensions().xy);
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float2 d = inUV * 2.0 - 1.0;
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float4 origin = mul(pViewParams.inverseViewMatrix, float4(0, 0, 0, 1));
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float4 target = mul(pViewParams.inverseProjection, float4(d.x, d.y, 1, 1));
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float4 direction = mul(pViewParams.inverseViewMatrix, float4(target.xyz, 0));
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float tmin = 0.0001;
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float tmax = 10000.0;
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uint max_rays = 24;
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RayPayload payload;
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RayDesc desc;
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desc.Origin = origin.xyz;
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desc.Direction = direction.xyz;
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desc.TMin = tmin;
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desc.TMax = tmax;
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pRayTracingParams.origins[DispatchRaysIndex().x + DispatchRaysDimensions().x * DispatchRaysIndex().y] = origin.xyz;
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pRayTracingParams.rayDirections[DispatchRaysIndex().x + DispatchRaysDimensions().x * DispatchRaysIndex().y] = direction.xyz;
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TraceRay(pRayTracingParams.scene, 0, 0xff, 0, 1, 0, desc, payload);
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pRayTracingParams.image[DispatchRaysIndex().xy] = float4(payload.color, 1.0f);
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}
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