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