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#version 460
#extension GL_NV_ray_tracing : enable
#extension GL_EXT_ray_query : enable
layout(binding = 0, set = 0) uniform accelerationStructureEXT acc0;
layout(shaderRecordNV) buffer block
{
vec3 dir;
vec3 origin;
};
void main()
{
rayQueryEXT localRayQuery;
uint rayFlags = gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
float tMin = 0.f;
float tMax = 1000.f;
rayQueryInitializeEXT(localRayQuery, acc0, rayFlags, 0xFF , origin, tMin, dir, tMax);
if (!rayQueryProceedEXT(localRayQuery))
{
rayQueryTerminateEXT(localRayQuery);
}
}