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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