| #version 460 |
| #extension GL_NV_ray_tracing : enable |
| layout(binding = 0, set = 0) uniform accelerationStructureNV accNV0; |
| layout(binding = 1, set = 0) uniform accelerationStructureNV accNV1; // Unused |
| layout(location = 0) rayPayloadNV vec4 payload; |
| layout(shaderRecordNV) buffer block |
| { |
| float arr[4]; |
| vec4 pad; |
| }; |
| void main() |
| { |
| uint lx = gl_LaunchIDNV.x; |
| uint ly = gl_LaunchIDNV.y; |
| uint sx = gl_LaunchSizeNV.x; |
| uint sy = gl_LaunchSizeNV.y; |
| traceNV(accNV0, lx, ly, sx, sy, 0u, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, 1); |
| arr[3] = 1.0f; |
| pad = payload; |
| } |