#version 460 #extension GL_NV_ray_tracing : enable layout(binding = 0, set = 0) uniform accelerationStructureNV accNV; layout(location = 0) rayPayloadNV vec4 payload; void main() { const uint rayFlags = gl_RayFlagsNoneNV | gl_RayFlagsOpaqueNV | gl_RayFlagsNoOpaqueNV | gl_RayFlagsTerminateOnFirstHitNV | gl_RayFlagsSkipClosestHitShaderNV | gl_RayFlagsCullBackFacingTrianglesNV | gl_RayFlagsCullFrontFacingTrianglesNV | gl_RayFlagsCullOpaqueNV | gl_RayFlagsCullNoOpaqueNV; const int payloadId = 1; traceNV(accNV, rayFlags, 0, 1, 1, 0, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, payloadId); }