#version 460 #extension GL_EXT_ray_tracing : enable #extension GL_KHR_shader_subgroup_basic : enable #extension GL_EXT_ray_cull_mask : enable layout(location = 1) rayPayloadInEXT vec4 incomingPayload; void main() { uvec3 v0 = gl_LaunchIDEXT; uvec3 v1 = gl_LaunchSizeEXT; int v2 = gl_PrimitiveID; int v3 = gl_InstanceID; int v4 = gl_InstanceCustomIndexEXT; vec3 v5 = gl_WorldRayOriginEXT; vec3 v6 = gl_WorldRayDirectionEXT; vec3 v7 = gl_ObjectRayOriginEXT; vec3 v8 = gl_ObjectRayDirectionEXT; float v9 = gl_RayTminEXT; float v10 = gl_RayTmaxEXT; float v11 = gl_HitTEXT; uint v12 = gl_HitKindEXT; mat4x3 v13 = gl_ObjectToWorldEXT; mat4x3 v14 = gl_WorldToObjectEXT; int v15 = gl_GeometryIndexEXT; mat3x4 v16 = gl_ObjectToWorld3x4EXT; mat3x4 v17 = gl_WorldToObject3x4EXT; uint v18 = gl_CullMaskEXT; incomingPayload = vec4(0.5f); if (v2 == 1) { ignoreIntersectionEXT; v0.x++; } incomingPayload.x += float(gl_SubgroupSize); terminateRayEXT; }