#version 460 #extension GL_NV_ray_tracing : enable #extension GL_EXT_ray_query : enable layout(binding = 0, set = 0) uniform accelerationStructureEXT acc0; layout(shaderRecordNV) buffer block { vec3 dir; vec3 origin; }; void main() { rayQueryEXT localRayQuery; uint rayFlags = gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT; float tMin = 0.f; float tMax = 1000.f; rayQueryInitializeEXT(localRayQuery, acc0, rayFlags, 0xFF , origin, tMin, dir, tMax); if (!rayQueryProceedEXT(localRayQuery)) { rayQueryTerminateEXT(localRayQuery); } }