2 #extension GL_NV_ray_tracing : enable
3 #extension GL_EXT_ray_query : enable
4 layout(binding = 0, set = 0) uniform accelerationStructureEXT acc0;
6 layout(shaderRecordNV) buffer block
14 rayQueryEXT localRayQuery;
15 uint rayFlags = gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
18 rayQueryInitializeEXT(localRayQuery, acc0, rayFlags, 0xFF , origin, tMin, dir, tMax);
19 if (!rayQueryProceedEXT(localRayQuery))
21 rayQueryTerminateEXT(localRayQuery);