#version 460 #extension GL_NVX_raytracing : enable layout(location = 1) rayPayloadInNVX vec4 incomingPayload; void main() { uvec2 v0 = gl_LaunchIDNVX; uvec2 v1 = gl_LaunchSizeNVX; int v2 = gl_PrimitiveID; int v3 = gl_InstanceID; int v4 = gl_InstanceCustomIndexNVX; vec3 v5 = gl_WorldRayOriginNVX; vec3 v6 = gl_WorldRayDirectionNVX; vec3 v7 = gl_ObjectRayOriginNVX; vec3 v8 = gl_ObjectRayDirectionNVX; float v9 = gl_RayTminNVX; float v10 = gl_RayTmaxNVX; float v11 = gl_HitTNVX; uint v12 = gl_HitKindNVX; mat4x3 v13 = gl_ObjectToWorldNVX; mat4x3 v14 = gl_WorldToObjectNVX; incomingPayload = vec4(0.5f); if (v2 == 1) ignoreIntersectionNVX(); else terminateRayNVX(); }