" vec3 origin = vec3(gl_in[i].gl_Position.x + 0.5, gl_in[i].gl_Position.y + 0.5, 0.5);\n"
" uvec4 hitValue = uvec4(0,0,0,0);\n" <<
rayQueryTest[m_data.bottomTestType] <<
- " imageStore(result, ivec3(gl_PrimitiveIDIn, i, 0), uvec4(hitValue.x, 0, 0, 0));\n"
- " imageStore(result, ivec3(gl_PrimitiveIDIn, i, 1), uvec4(hitValue.y, 0, 0, 0));\n"
+ " imageStore(result, ivec3(gl_PrimitiveIDIn, j, 0), uvec4(hitValue.x, 0, 0, 0));\n"
+ " imageStore(result, ivec3(gl_PrimitiveIDIn, j, 1), uvec4(hitValue.y, 0, 0, 0));\n"
" gl_Position = gl_in[i].gl_Position;\n"
" EmitVertex();\n"
" }\n"