2 #extension GL_EXT_ray_tracing : enable
3 #extension GL_NV_shader_sm_builtins : enable
4 #extension GL_KHR_shader_subgroup_ballot : enable
5 #extension GL_ARB_shader_ballot : enable
6 #extension GL_NV_shader_sm_builtins : enable
7 #extension GL_ARB_sparse_texture_clamp: enable
8 #extension GL_EXT_ray_cull_mask : enable
10 layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT;
11 layout(location = 0) rayPayloadEXT vec4 localPayload;
12 layout(location = 1) rayPayloadInEXT vec4 incomingPayload;
14 layout(binding = 1, set = 0) uniform sampler2D s2D;
15 layout(location = 2) in vec2 c2;
16 layout(location = 3) in float lodClamp;
20 uvec3 v0 = gl_LaunchIDEXT;
21 uvec3 v1 = gl_LaunchSizeEXT;
22 vec3 v2 = gl_WorldRayOriginEXT;
23 vec3 v3 = gl_WorldRayDirectionEXT;
24 float v4 = gl_RayTminEXT;
25 float v5 = gl_RayTmaxEXT;
26 uint v6 = gl_CullMaskEXT;
27 traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1);
28 incomingPayload.x = float(gl_SubGroupSizeARB) + float(gl_SubgroupEqMask) + float(gl_WarpIDNV);
29 vec4 texel = textureGradOffsetClampARB(s2D, c2, c2, c2, ivec2(5), lodClamp);