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