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#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_KHR_shader_subgroup_basic : enable
layout(location = 1) rayPayloadInEXT vec4 incomingPayload;
void main()
{
uvec3 v0 = gl_LaunchIDEXT;
uvec3 v1 = gl_LaunchSizeEXT;
int v2 = gl_PrimitiveID;
int v3 = gl_InstanceID;
int v4 = gl_InstanceCustomIndexEXT;
vec3 v5 = gl_WorldRayOriginEXT;
vec3 v6 = gl_WorldRayDirectionEXT;
vec3 v7 = gl_ObjectRayOriginEXT;
vec3 v8 = gl_ObjectRayDirectionEXT;
float v9 = gl_RayTminEXT;
float v10 = gl_RayTmaxEXT;
float v11 = gl_HitTEXT;
uint v12 = gl_HitKindEXT;
mat4x3 v13 = gl_ObjectToWorldEXT;
mat4x3 v14 = gl_WorldToObjectEXT;
int v15 = gl_GeometryIndexEXT;
mat3x4 v16 = gl_ObjectToWorld3x4EXT;
mat3x4 v17 = gl_WorldToObject3x4EXT;
incomingPayload = vec4(0.5f);
if (v2 == 1) {
ignoreIntersectionEXT;
v0.x++;
}
incomingPayload.x += float(gl_SubgroupSize);
terminateRayEXT;
}