#version 460 #extension GL_NVX_raytracing : enable layout(binding = 0, set = 0) uniform accelerationStructureNVX accNV; layout(location = 0) rayPayloadNVX vec4 payload; layout(shaderRecordNVX) buffer block { float arr[4]; vec4 pad; }; void main() { uint lx = gl_LaunchIDNVX.x; uint ly = gl_LaunchIDNVX.y; uint sx = gl_LaunchSizeNVX.x; uint sy = gl_LaunchSizeNVX.y; traceNVX(accNV, lx, ly, sx, sy, 0u, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, 1); arr[3] = 1.0f; pad = payload; }