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1#version 460
2#extension GL_EXT_ray_tracing : enable
3#extension GL_NV_shader_invocation_reorder : enable
4#extension GL_NV_ray_tracing_motion_blur : enable
5layout(location = 1) rayPayloadEXT vec4 payload;
6layout(location = 2) rayPayloadEXT pBlock { vec2 val1; vec2 val2; };
7layout(location = 2) hitObjectAttributeNV vec2 attr;
8layout(location = 3) hitObjectAttributeNV hBlock { float attrval;};
9layout(binding = 0) uniform accelerationStructureEXT as;
10layout(binding = 1) buffer block {
11	float op;
12};
13void main()
14{
15	hitObjectNV hObj;
16	hitObjectNV hObjHit, hObjMiss, hObjNop;
17	attr = vec2(1.0);
18	attrval = 2.0;
19	hitObjectTraceRayNV(hObj, as, 1U, 1U, 1U, 1U, 1U, vec3(0.5), 0.5, vec3(1), 1.0, 1);
20	hitObjectTraceRayMotionNV(hObj, as, 1U, 1U, 1U, 1U, 1U, vec3(0.5), 0.5, vec3(1), 1.0, 10.0, 2);
21	hitObjectRecordHitNV(hObj, as, 1, 1, 1, 2U, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 2);
22	hitObjectRecordHitMotionNV(hObj, as, 1, 1, 1, 2U, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 4.0f, 2);
23	hitObjectRecordHitWithIndexNV(hObjHit, as, 1, 1, 1, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 3);
24	hitObjectRecordHitWithIndexMotionNV(hObjHit, as, 1, 1, 1, 2U, 2U, vec3(1), 1.0f, vec3(2), 2.0f, 4.0f, 3);
25	hitObjectRecordEmptyNV(hObjNop);
26	hitObjectRecordMissNV(hObjMiss, 1U, vec3(0.5), 2.0, vec3(1.5), 5.0);
27	hitObjectRecordMissMotionNV(hObjMiss, 1U, vec3(0.5), 2.0, vec3(1.5), 5.0, 8.0f);
28	hitObjectExecuteShaderNV(hObjHit, 1);
29	if (hitObjectIsHitNV(hObj)) {
30		op = 1.0f;
31	} else if (hitObjectIsMissNV(hObj)) {
32		op = 2.0f;
33	} else if (hitObjectIsEmptyNV(hObj)) {
34		op = 3.0f;
35	}
36
37
38	float tmin = hitObjectGetRayTMinNV(hObjHit);
39	float tmax = hitObjectGetRayTMaxNV(hObjHit);
40	vec3 orig = hitObjectGetWorldRayOriginNV(hObjHit);
41	vec3 dir = hitObjectGetWorldRayDirectionNV(hObjHit);
42	vec3 oorig = hitObjectGetObjectRayOriginNV(hObjHit);
43	vec3 odir = hitObjectGetObjectRayDirectionNV(hObjHit);
44	mat4x3 otw = hitObjectGetObjectToWorldNV(hObjHit);
45	mat4x3 wto = hitObjectGetWorldToObjectNV(hObjHit);
46	int cid = hitObjectGetInstanceCustomIndexNV(hObjMiss);
47	int iid = hitObjectGetInstanceIdNV(hObjNop);
48	int pid = hitObjectGetPrimitiveIndexNV(hObj);
49	int gid = hitObjectGetGeometryIndexNV(hObj);
50	uint hkind = hitObjectGetHitKindNV(hObj);
51	hitObjectGetAttributesNV(hObj, 2);
52	uvec2 handle = hitObjectGetShaderRecordBufferHandleNV(hObj);
53	uint rid = hitObjectGetShaderBindingTableRecordIndexNV(hObj);
54	reorderThreadNV(4,4);
55	reorderThreadNV(hObjHit);
56	reorderThreadNV(hObjHit, 4, 2);
57
58
59
60
61}
62