2 #extension GL_NV_ray_tracing : enable
3 layout(binding = 0, set = 0) uniform accelerationStructureNV accNV;
4 layout(location = 0) rayPayloadNV vec4 payload;
7 const uint rayFlags = gl_RayFlagsNoneNV | gl_RayFlagsOpaqueNV |
8 gl_RayFlagsNoOpaqueNV | gl_RayFlagsTerminateOnFirstHitNV |
9 gl_RayFlagsSkipClosestHitShaderNV | gl_RayFlagsCullBackFacingTrianglesNV |
10 gl_RayFlagsCullFrontFacingTrianglesNV | gl_RayFlagsCullOpaqueNV |
11 gl_RayFlagsCullNoOpaqueNV;
13 const int payloadId = 1;
14 traceNV(accNV, rayFlags, 0, 1, 1, 0, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, payloadId);