| #version 460 |
| #extension GL_EXT_ray_tracing : enable |
| #extension GL_EXT_ray_flags_primitive_culling : enable |
| layout(binding = 0) uniform accelerationStructureEXT accEXT0; |
| layout(binding = 1, set = 0) uniform accelerationStructureEXT accEXT1; // Unused |
| layout(binding = 2, r32ui) shadercallcoherent uniform uimage2D imageu; |
| layout(location = 1) rayPayloadEXT vec4 payload; |
| layout(shaderRecordEXT) buffer block |
| { |
| vec3 dir; |
| vec3 origin; |
| |
| }; |
| layout(primitive_culling); |
| void main() |
| { |
| uint lx = gl_LaunchIDEXT.x; |
| uint ly = gl_LaunchIDEXT.y; |
| uint sx = gl_LaunchSizeEXT.x; |
| uint sy = gl_LaunchSizeEXT.y; |
| traceRayEXT(accEXT0, lx, ly, sx, sy, gl_RayFlagsSkipTrianglesEXT | gl_RayFlagsSkipAABBEXT, origin, 0.5f, dir, 0.75f, 1); |
| } |