Adding support for GL_EXT_ray_cull_mask
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@@ -5,6 +5,7 @@
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#extension GL_ARB_shader_ballot : enable
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#extension GL_NV_shader_sm_builtins : enable
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#extension GL_ARB_sparse_texture_clamp: enable
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#extension GL_EXT_ray_cull_mask : enable
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layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT;
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layout(location = 0) rayPayloadEXT vec4 localPayload;
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@@ -22,6 +23,7 @@ void main()
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vec3 v3 = gl_WorldRayDirectionEXT;
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float v4 = gl_RayTminEXT;
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float v5 = gl_RayTmaxEXT;
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uint v6 = gl_CullMaskEXT;
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traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1);
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incomingPayload.x = float(gl_SubGroupSizeARB) + float(gl_SubgroupEqMask) + float(gl_WarpIDNV);
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vec4 texel = textureGradOffsetClampARB(s2D, c2, c2, c2, ivec2(5), lodClamp);
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