#version 460 | |
#extension GL_NV_ray_tracing : require | |
layout(set = 0, binding = 1) uniform accelerationStructureNV as; | |
layout(location = 0) rayPayloadNV float payload; | |
float pure_call(vec2 launchID, vec2 launchSize) | |
{ | |
vec3 origin = vec3(launchID.x / launchSize.x, launchID.y / launchSize.y, 1.0); | |
vec3 direction = vec3(0.0, 0.0, -1.0); | |
traceNV(as, 0u, 255u, 0u, 1u, 0u, origin, 0.0, direction, 1000.0, 0); | |
return 0.0; | |
} | |
void main() | |
{ | |
pure_call(vec2(gl_LaunchIDNV.xy), vec2(gl_LaunchSizeNV.xy)); | |
} |