#version 460 #extension GL_EXT_ray_tracing : enable #extension GL_EXT_ray_flags_primitive_culling : enable layout(binding = 0) uniform accelerationStructureEXT accEXT0; layout(binding = 1, set = 0) uniform accelerationStructureEXT accEXT1; // Unused layout(binding = 2, r32ui) shadercallcoherent uniform uimage2D imageu; layout(location = 1) rayPayloadEXT vec4 payload; layout(shaderRecordEXT) buffer block { vec3 dir; vec3 origin; }; layout(primitive_culling); void main() { uint lx = gl_LaunchIDEXT.x; uint ly = gl_LaunchIDEXT.y; uint sx = gl_LaunchSizeEXT.x; uint sy = gl_LaunchSizeEXT.y; traceRayEXT(accEXT0, lx, ly, sx, sy, gl_RayFlagsSkipTrianglesEXT | gl_RayFlagsSkipAABBEXT, origin, 0.5f, dir, 0.75f, 1); }