2 #extension GL_EXT_ray_tracing : enable
3 #extension GL_EXT_ray_flags_primitive_culling : enable
4 layout(binding = 0) uniform accelerationStructureEXT accEXT0;
5 layout(binding = 1, set = 0) uniform accelerationStructureEXT accEXT1; // Unused
6 layout(binding = 2, r32ui) shadercallcoherent uniform uimage2D imageu;
7 layout(location = 1) rayPayloadEXT vec4 payload;
8 layout(shaderRecordEXT) buffer block
14 layout(primitive_culling);
17 uint lx = gl_LaunchIDEXT.x;
18 uint ly = gl_LaunchIDEXT.y;
19 uint sx = gl_LaunchSizeEXT.x;
20 uint sy = gl_LaunchSizeEXT.y;
21 traceRayEXT(accEXT0, lx, ly, sx, sy, gl_RayFlagsSkipTrianglesEXT | gl_RayFlagsSkipAABBEXT, origin, 0.5f, dir, 0.75f, 1);