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