2 #extension GL_EXT_ray_tracing : enable
4 hitAttributeEXT vec3 attribs;
5 layout(location = 0) rayPayloadInEXT vec3 hitValue;
6 layout(set = 0, binding = 0, r32i) uniform iimage3D result;
12 for (int col = 0; col < 3; col++)
13 for (int row = 0; row < 4; row++)
16 ivec3 p = ivec3(gl_LaunchIDEXT.xy, ndx);
17 float r = k * gl_WorldToObject3x4EXT[col][row];
18 ivec4 c = ivec4(int(r),0,0,1);
19 imageStore(result, p, c);