2 #extension GL_EXT_ray_tracing : enable
3 layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT;
4 layout(location = 1) rayPayloadEXT vec4 payload;
7 const uint rayFlags = gl_RayFlagsNoneEXT | gl_RayFlagsOpaqueEXT |
8 gl_RayFlagsNoOpaqueEXT | gl_RayFlagsTerminateOnFirstHitEXT |
9 gl_RayFlagsSkipClosestHitShaderEXT | gl_RayFlagsCullBackFacingTrianglesEXT |
10 gl_RayFlagsCullFrontFacingTrianglesEXT | gl_RayFlagsCullOpaqueEXT |
11 gl_RayFlagsCullNoOpaqueEXT;
13 const int payloadId = 1;
14 traceRayEXT(accEXT, rayFlags, 0, 1, 1, 0, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, payloadId);