#version 460 #extension GL_NV_ray_tracing : enable layout(location = 1) rayPayloadInNV vec4 incomingPayload; void main() { uvec3 v0 = gl_LaunchIDNV; uvec3 v1 = gl_LaunchSizeNV; int v2 = gl_PrimitiveID; int v3 = gl_InstanceID; int v4 = gl_InstanceCustomIndexNV; vec3 v5 = gl_WorldRayOriginNV; vec3 v6 = gl_WorldRayDirectionNV; vec3 v7 = gl_ObjectRayOriginNV; vec3 v8 = gl_ObjectRayDirectionNV; float v9 = gl_RayTminNV; float v10 = gl_RayTmaxNV; float v11 = gl_HitTNV; uint v12 = gl_HitKindNV; mat4x3 v13 = gl_ObjectToWorldNV; mat4x3 v14 = gl_WorldToObjectNV; incomingPayload = vec4(0.5f); if (v2 == 1) ignoreIntersectionNV(); else terminateRayNV(); }