#version 460 #extension GL_NVX_raytracing : enable layout(binding = 0, set = 0) uniform accelerationStructureNVX accNV; layout(location = 0) rayPayloadNVX vec4 localPayload; layout(location = 1) rayPayloadInNVX vec4 incomingPayload; void main() { uvec2 v0 = gl_LaunchIDNVX; uvec2 v1 = gl_LaunchSizeNVX; vec3 v2 = gl_WorldRayOriginNVX; vec3 v3 = gl_WorldRayDirectionNVX; vec3 v4 = gl_ObjectRayOriginNVX; vec3 v5 = gl_ObjectRayDirectionNVX; float v6 = gl_RayTminNVX; float v7 = gl_RayTmaxNVX; traceNVX(accNV, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1); }