1#version 460 2#extension GL_NV_ray_tracing : enable 3layout(binding = 0, set = 0) uniform accelerationStructureNV accNV; 4layout(location = 0) rayPayloadNV vec4 payload; 5void main() 6{ 7 const uint rayFlags = gl_RayFlagsNoneNV | gl_RayFlagsOpaqueNV | 8 gl_RayFlagsNoOpaqueNV | gl_RayFlagsTerminateOnFirstHitNV | 9 gl_RayFlagsSkipClosestHitShaderNV | gl_RayFlagsCullBackFacingTrianglesNV | 10 gl_RayFlagsCullFrontFacingTrianglesNV | gl_RayFlagsCullOpaqueNV | 11 gl_RayFlagsCullNoOpaqueNV; 12 13 const int payloadId = 1; 14 traceNV(accNV, rayFlags, 0, 1, 1, 0, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, payloadId); 15} 16