#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; vec3 v2 = gl_WorldRayOriginNV; vec3 v3 = gl_WorldRayDirectionNV; uint v4 = gl_IncomingRayFlagsNV; float v6 = gl_RayTminNV; float v7 = gl_RayTmaxNV; traceNV(accNV, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1); }