1#version 460 2#extension GL_EXT_ray_tracing : enable 3layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT; 4layout(location = 0) rayPayloadEXT vec4 localPayload; 5layout(location = 1) rayPayloadInEXT vec4 incomingPayload; 6void main() 7{ 8 uvec3 v0 = gl_LaunchIDEXT; 9 uvec3 v1 = gl_LaunchSizeEXT; 10 int v2 = gl_PrimitiveID; 11 int v3 = gl_InstanceID; 12 int v4 = gl_InstanceCustomIndexEXT; 13 vec3 v5 = gl_WorldRayOriginEXT; 14 vec3 v6 = gl_WorldRayDirectionEXT; 15 vec3 v7 = gl_ObjectRayOriginEXT; 16 vec3 v8 = gl_ObjectRayDirectionEXT; 17 float v9 = gl_RayTminEXT; 18 float v10 = gl_RayTmaxEXT; 19 float v11 = gl_HitTEXT; 20 uint v12 = gl_HitKindEXT; 21 mat4x3 v13 = gl_ObjectToWorldEXT; 22 mat4x3 v14 = gl_WorldToObjectEXT; 23 int v15 = gl_GeometryIndexEXT; 24 mat3x4 v16 = gl_ObjectToWorld3x4EXT; 25 mat3x4 v17 = gl_WorldToObject3x4EXT; 26 traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1); 27} 28