#version 460 #extension GL_NV_ray_tracing : enable layout(binding = 0, set = 0) uniform accelerationStructureNV accNV; layout(location = 0) rayPayloadNV vec4 localPayload; 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; traceNV(accNV, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1); }