1#version 460 2#extension GL_EXT_ray_tracing : enable 3#extension GL_EXT_ray_query : enable 4#extension GL_NV_cluster_acceleration_structure : enable 5#extension GL_NV_shader_invocation_reorder : enable 6layout(binding = 1) uniform accelerationStructureEXT as; 7void main() 8{ 9 hitObjectNV hitObj; 10 int hitObjId = hitObjectGetClusterIdNV(hitObj); 11 rayQueryEXT rq; 12 int id_candidate = rayQueryGetIntersectionClusterIdNV(rq, false); 13 int id_committed = rayQueryGetIntersectionClusterIdNV(rq, true); 14 bool test = (id_candidate == gl_ClusterIDNoneNV) && (id_committed == gl_ClusterIDNoneNV); 15} 16