#version 460 #extension GL_NV_ray_tracing : enable layout(binding = 0, set = 0) uniform accelerationStructureNV accNV; layout(location = 0) rayPayloadNV vec4 payload; layout(shaderRecordNV) buffer block { vec3 dir; vec3 origin; }; void main() { uint lx = gl_LaunchIDNV.x; uint ly = gl_LaunchIDNV.y; uint sx = gl_LaunchSizeNV.x; uint sy = gl_LaunchSizeNV.y; traceNV(accNV, lx, ly, sx, sy, 0u, origin, 0.5f, dir, 0.75f, 1); }