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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