#version 460 #pragma use_vulkan_memory_model #extension GL_EXT_ray_tracing : enable #extension GL_NV_shader_sm_builtins : enable #extension GL_KHR_shader_subgroup_ballot : enable #extension GL_ARB_shader_ballot : enable #extension GL_NV_shader_sm_builtins : enable layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT; layout(location = 1) rayPayloadInEXT vec4 incomingPayload; void main() { traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1); incomingPayload.x = float(gl_SubgroupInvocationID) + float(gl_SubGroupGeMaskARB) + float(gl_SubgroupGtMask) + float(gl_SubgroupLeMask) + float(gl_SubGroupLtMaskARB) + float(gl_SMIDNV); }