| #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 |
| |
| 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; |
| 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); |
| } |