#version 460 #extension GL_NV_ray_tracing : enable #extension GL_EXT_ray_query : enable struct Ray { vec3 pos; float tmin; vec3 dir; float tmax; }; layout(binding = 0, set = 0) uniform accelerationStructureEXT rtas; layout(std430, set = 0, binding = 2) buffer Rays { Ray rays[]; }; uint launchIndex() { return gl_LaunchIDNV.z*gl_LaunchSizeNV.x*gl_LaunchSizeNV.y + gl_LaunchIDNV.y*gl_LaunchSizeNV.x + gl_LaunchIDNV.x; } void doInitialize(rayQueryEXT rayQuery, Ray ray) { rayQueryInitializeEXT(rayQuery, rtas, gl_RayFlagsNoneEXT, gl_RayFlagsCullBackFacingTrianglesEXT, ray.pos, ray.tmin, ray.dir, ray.tmax); } void main() { uint index = launchIndex(); Ray ray = rays[index]; rayQueryEXT rayQuery; doInitialize(rayQuery, ray); rayQueryInitializeEXT(rayQuery, rtas, gl_RayFlagsOpaqueEXT, gl_RayFlagsCullFrontFacingTrianglesEXT, ray.pos, ray.tmin, ray.dir, ray.tmax); }