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21 lines
794 B
21 lines
794 B
4 months ago
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_NV_shader_sm_builtins : enable
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#extension GL_KHR_shader_subgroup_ballot : enable
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#extension GL_ARB_shader_ballot : enable
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#extension GL_NV_shader_sm_builtins : enable
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layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT;
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layout(location = 0) rayPayloadEXT vec4 localPayload;
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layout(location = 1) rayPayloadInEXT vec4 incomingPayload;
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void main()
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{
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uvec3 v0 = gl_LaunchIDEXT;
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uvec3 v1 = gl_LaunchSizeEXT;
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vec3 v2 = gl_WorldRayOriginEXT;
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vec3 v3 = gl_WorldRayDirectionEXT;
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float v4 = gl_RayTminEXT;
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float v5 = gl_RayTmaxEXT;
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traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1);
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incomingPayload.x = float(gl_SubGroupSizeARB) + float(gl_SubgroupEqMask) + float(gl_WarpIDNV);
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}
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