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