1#version 460 2#extension GL_NV_ray_tracing : enable 3layout(binding = 0, set = 0) uniform accelerationStructureNV accNV; 4layout(location = 0) rayPayloadNV vec4 localPayload; 5layout(location = 1) rayPayloadInNV vec4 incomingPayload; 6void main() 7{ 8 uvec3 v0 = gl_LaunchIDNV; 9 uvec3 v1 = gl_LaunchSizeNV; 10 int v2 = gl_PrimitiveID; 11 int v3 = gl_InstanceID; 12 int v4 = gl_InstanceCustomIndexNV; 13 vec3 v5 = gl_WorldRayOriginNV; 14 vec3 v6 = gl_WorldRayDirectionNV; 15 vec3 v7 = gl_ObjectRayOriginNV; 16 vec3 v8 = gl_ObjectRayDirectionNV; 17 float v9 = gl_RayTminNV; 18 float v10 = gl_RayTmaxNV; 19 float v11 = gl_HitTNV; 20 uint v12 = gl_HitKindNV; 21 mat4x3 v13 = gl_ObjectToWorldNV; 22 mat4x3 v14 = gl_WorldToObjectNV; 23 traceNV(accNV, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1); 24} 25