2 #extension GL_EXT_ray_tracing : enable
3 layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT;
4 layout(location = 1) rayPayloadEXT vec4 payload;
5 layout(shaderRecordEXT) buffer block
12 uint lx = gl_LaunchIDEXT.x;
13 uint ly = gl_LaunchIDEXT.y;
14 uint sx = gl_LaunchSizeEXT.x;
15 uint sy = gl_LaunchSizeEXT.y;
16 traceRayEXT(accEXT, lx, ly, sx, sy, 0u, origin, 0.5f, dir, 0.75f, 1);