#version 460 #extension GL_EXT_ray_query : require layout(local_size_x = 16, local_size_y = 8, local_size_z = 1) in; layout(binding = 0, set = 0) uniform accelerationStructureEXT tlas; void main() { rayQueryEXT rayQuery; rayQueryInitializeEXT(rayQuery, // Ray query tlas, // Top-level acceleration structure 0, // Ray flags 0xFF, // 8-bit instance mask vec3(0), // Ray origin 0.0, // Minimum t-value vec3(1, 0, 0), // Ray direction 10000.0); // Maximum t-value // yes this is silly, just want to verify the return types bool rq_proceed = rayQueryProceedEXT(rayQuery); while(rq_proceed) { rq_proceed = rayQueryProceedEXT(rayQuery); } const uint intersectionType = rayQueryGetIntersectionTypeEXT(rayQuery, true); const float rayTMin = rayQueryGetRayTMinEXT(rayQuery); const uint rayFlags = rayQueryGetRayFlagsEXT(rayQuery); const vec3 worldRayOrigin = rayQueryGetWorldRayOriginEXT(rayQuery); const vec3 worldDirection = rayQueryGetWorldRayDirectionEXT(rayQuery); const float intersectionT = rayQueryGetIntersectionTEXT(rayQuery, true); const int customIndex = rayQueryGetIntersectionInstanceCustomIndexEXT(rayQuery, true); const int instanceId = rayQueryGetIntersectionInstanceIdEXT(rayQuery, true); const uint sbtOffset = rayQueryGetIntersectionInstanceShaderBindingTableRecordOffsetEXT(rayQuery, true); const int geometryIndex = rayQueryGetIntersectionGeometryIndexEXT(rayQuery, true); const int primitiveIndex = rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true); const vec2 barys = rayQueryGetIntersectionBarycentricsEXT(rayQuery, true); const bool frontface = rayQueryGetIntersectionFrontFaceEXT(rayQuery, true); const bool aabbOpaque = rayQueryGetIntersectionCandidateAABBOpaqueEXT(rayQuery); const vec3 objRayDirection = rayQueryGetIntersectionObjectRayDirectionEXT(rayQuery, true); const vec3 objRayOrigin = rayQueryGetIntersectionObjectRayOriginEXT(rayQuery, true); const mat4x3 objToWorld = rayQueryGetIntersectionObjectToWorldEXT(rayQuery, true); const mat4x3 worldToObj = rayQueryGetIntersectionWorldToObjectEXT(rayQuery, true); }