2 #extension GL_NV_ray_tracing : enable
3 layout(binding = 0, set = 0) uniform accelerationStructureNV accNV0;
4 layout(binding = 1, set = 0) uniform accelerationStructureNV accNV1; // Unused
5 layout(location = 0) rayPayloadNV vec4 payload;
6 layout(shaderRecordNV) buffer block
14 uint lx = gl_LaunchIDNV.x;
15 uint ly = gl_LaunchIDNV.y;
16 uint sx = gl_LaunchSizeNV.x;
17 uint sy = gl_LaunchSizeNV.y;
18 traceNV(accNV0, lx, ly, sx, sy, 0u, origin, 0.5f, dir, 0.75f, 1);