#version 460 #extension GL_EXT_ray_tracing : enable layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT; layout(location = 1) rayPayloadEXT vec4 payload; void main() { const uint rayFlags = gl_RayFlagsNoneEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsNoOpaqueEXT | gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsSkipClosestHitShaderEXT | gl_RayFlagsCullBackFacingTrianglesEXT | gl_RayFlagsCullFrontFacingTrianglesEXT | gl_RayFlagsCullOpaqueEXT | gl_RayFlagsCullNoOpaqueEXT; const int payloadId = 1; traceRayEXT(accEXT, rayFlags, 0, 1, 1, 0, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, payloadId); }