#version 460 #extension GL_NVX_raytracing : enable layout(binding = 0, set = 0) uniform accelerationStructureNVX accNV; layout(location = 0) rayPayloadNVX vec4 payload; void main() { const uint rayFlags = gl_RayFlagsNoneNVX | gl_RayFlagsOpaqueNVX | gl_RayFlagsNoOpaqueNVX | gl_RayFlagsTerminateOnFirstHitNVX | gl_RayFlagsSkipClosestHitShaderNVX | gl_RayFlagsCullBackFacingTrianglesNVX | gl_RayFlagsCullFrontFacingTrianglesNVX | gl_RayFlagsCullOpaqueNVX | gl_RayFlagsCullNoOpaqueNVX; const int payloadId = 1; traceNVX(accNV, rayFlags, 0, 1, 1, 0, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, payloadId); }