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#version 460
#extension GL_NV_ray_tracing : enable
layout(binding = 0, set = 0) uniform accelerationStructureNV accNV;
layout(location = 0) rayPayloadNV vec4 payload;
layout(shaderRecordNV) buffer block
{
vec3 dir;
vec3 origin;
};
void main()
{
uint lx = gl_LaunchIDNV.x;
uint ly = gl_LaunchIDNV.y;
uint sx = gl_LaunchSizeNV.x;
uint sy = gl_LaunchSizeNV.y;
traceNV(accNV, lx, ly, sx, sy, 0u, origin, 0.5f, dir, 0.75f, 1);
}