1#version 460 2#extension GL_EXT_ray_tracing : enable 3#extension GL_EXT_ray_flags_primitive_culling : enable 4layout(binding = 0) uniform accelerationStructureEXT accEXT0; 5layout(binding = 1, set = 0) uniform accelerationStructureEXT accEXT1; // Unused 6layout(binding = 2, r32ui) shadercallcoherent uniform uimage2D imageu; 7layout(location = 1) rayPayloadEXT vec4 payload; 8layout(shaderRecordEXT) buffer block 9{ 10 vec3 dir; 11 vec3 origin; 12 13}; 14layout(primitive_culling); 15void main() 16{ 17 uint lx = gl_LaunchIDEXT.x; 18 uint ly = gl_LaunchIDEXT.y; 19 uint sx = gl_LaunchSizeEXT.x; 20 uint sy = gl_LaunchSizeEXT.y; 21 traceRayEXT(accEXT0, lx, ly, sx, sy, gl_RayFlagsSkipTrianglesEXT | gl_RayFlagsSkipAABBEXT, origin, 0.5f, dir, 0.75f, 1); 22} 23