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1#version 460
2#extension GL_NV_ray_tracing : enable
3layout(location = 1) rayPayloadInNV vec4 incomingPayload;
4void main()
5{
6	uvec3 v0 = gl_LaunchIDNV;
7	uvec3 v1 = gl_LaunchSizeNV;
8	int v2 = gl_PrimitiveID;
9	int v3 = gl_InstanceID;
10	int v4 = gl_InstanceCustomIndexNV;
11	vec3 v5 = gl_WorldRayOriginNV;
12	vec3 v6 = gl_WorldRayDirectionNV;
13	vec3 v7 = gl_ObjectRayOriginNV;
14	vec3 v8 = gl_ObjectRayDirectionNV;
15	float v9 = gl_RayTminNV;
16	float v10 = gl_RayTmaxNV;
17	float v11 = gl_HitTNV;
18	uint v12 = gl_HitKindNV;
19	mat4x3 v13 = gl_ObjectToWorldNV;
20	mat4x3 v14 = gl_WorldToObjectNV;
21	incomingPayload = vec4(0.5f);
22	if (v2 == 1)
23	    ignoreIntersectionNV();
24	else
25	    terminateRayNV();
26}
27