1#version 460 2#extension GL_EXT_ray_tracing : enable 3#extension GL_NV_shader_sm_builtins : enable 4#extension GL_KHR_shader_subgroup_ballot : enable 5#extension GL_ARB_shader_ballot : enable 6#extension GL_NV_shader_sm_builtins : enable 7layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT; 8layout(location = 0) rayPayloadEXT vec4 localPayload; 9layout(location = 1) rayPayloadInEXT vec4 incomingPayload; 10void main() 11{ 12 uvec3 v0 = gl_LaunchIDEXT; 13 uvec3 v1 = gl_LaunchSizeEXT; 14 vec3 v2 = gl_WorldRayOriginEXT; 15 vec3 v3 = gl_WorldRayDirectionEXT; 16 float v4 = gl_RayTminEXT; 17 float v5 = gl_RayTmaxEXT; 18 traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1); 19 incomingPayload.x = float(gl_SubGroupSizeARB) + float(gl_SubgroupEqMask) + float(gl_WarpIDNV); 20} 21