1#version 460 2#extension GL_NV_ray_tracing : enable 3#extension GL_EXT_ray_query : enable 4 5struct Ray 6{ 7 vec3 pos; 8 float tmin; 9 vec3 dir; 10 float tmax; 11}; 12 13layout(binding = 0, set = 0) uniform accelerationStructureEXT rtas; 14layout(std430, set = 0, binding = 2) buffer Rays { Ray rays[]; }; 15 16uint launchIndex() 17{ 18 return gl_LaunchIDNV.z*gl_LaunchSizeNV.x*gl_LaunchSizeNV.y + gl_LaunchIDNV.y*gl_LaunchSizeNV.x + gl_LaunchIDNV.x; 19} 20 21void doInitialize(rayQueryEXT rayQuery, Ray ray) 22{ 23 rayQueryInitializeEXT(rayQuery, rtas, gl_RayFlagsNoneEXT, gl_RayFlagsCullBackFacingTrianglesEXT, ray.pos, ray.tmin, ray.dir, ray.tmax); 24} 25 26void main() 27{ 28 uint index = launchIndex(); 29 Ray ray = rays[index]; 30 rayQueryEXT rayQuery; 31 doInitialize(rayQuery, ray); 32 rayQueryInitializeEXT(rayQuery, rtas, gl_RayFlagsOpaqueEXT, gl_RayFlagsCullFrontFacingTrianglesEXT, ray.pos, ray.tmin, ray.dir, ray.tmax); 33} 34