2 #extension GL_NV_ray_tracing : enable
3 layout(location = 1) rayPayloadInNV vec4 incomingPayload;
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);
23 ignoreIntersectionNV();