#version 460 #extension GL_EXT_ray_tracing : enable layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT; layout(location = 0) rayPayloadEXT vec4 localPayload; layout(location = 1) rayPayloadInEXT vec4 incomingPayload; void main() { uvec3 v0 = gl_LaunchIDEXT; uvec3 v1 = gl_LaunchSizeEXT; vec3 v2 = gl_WorldRayOriginEXT; vec3 v3 = gl_WorldRayDirectionEXT; float v4 = gl_RayTminEXT; float v5 = gl_RayTmaxEXT; traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1); }