2 #extension GL_EXT_ray_tracing : enable
3 #extension GL_KHR_shader_subgroup_basic : enable
4 layout(location = 1) rayPayloadInEXT vec4 incomingPayload;
7 uvec3 v0 = gl_LaunchIDEXT;
8 uvec3 v1 = gl_LaunchSizeEXT;
9 int v2 = gl_PrimitiveID;
10 int v3 = gl_InstanceID;
11 int v4 = gl_InstanceCustomIndexEXT;
12 vec3 v5 = gl_WorldRayOriginEXT;
13 vec3 v6 = gl_WorldRayDirectionEXT;
14 vec3 v7 = gl_ObjectRayOriginEXT;
15 vec3 v8 = gl_ObjectRayDirectionEXT;
16 float v9 = gl_RayTminEXT;
17 float v10 = gl_RayTmaxEXT;
18 float v11 = gl_HitTEXT;
19 uint v12 = gl_HitKindEXT;
20 mat4x3 v13 = gl_ObjectToWorldEXT;
21 mat4x3 v14 = gl_WorldToObjectEXT;
22 int v15 = gl_GeometryIndexEXT;
23 mat3x4 v16 = gl_ObjectToWorld3x4EXT;
24 mat3x4 v17 = gl_WorldToObject3x4EXT;
25 incomingPayload = vec4(0.5f);
27 ignoreIntersectionEXT;
30 incomingPayload.x += float(gl_SubgroupSize);