#version 460 #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 #extension GL_ARB_sparse_texture_clamp: enable #extension GL_EXT_ray_cull_mask : enable layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT; layout(location = 0) rayPayloadEXT vec4 localPayload; layout(location = 1) rayPayloadInEXT vec4 incomingPayload; layout(binding = 1, set = 0) uniform sampler2D s2D; layout(location = 2) in vec2 c2; layout(location = 3) in float lodClamp; void main() { uvec3 v0 = gl_LaunchIDEXT; uvec3 v1 = gl_LaunchSizeEXT; vec3 v2 = gl_WorldRayOriginEXT; vec3 v3 = gl_WorldRayDirectionEXT; float v4 = gl_RayTminEXT; float v5 = gl_RayTmaxEXT; uint v6 = gl_CullMaskEXT; traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1); incomingPayload.x = float(gl_SubGroupSizeARB) + float(gl_SubgroupEqMask) + float(gl_WarpIDNV); vec4 texel = textureGradOffsetClampARB(s2D, c2, c2, c2, ivec2(5), lodClamp); }