spv.MissShader.rmiss 567 B

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  1. #version 460
  2. #extension GL_NV_ray_tracing : enable
  3. layout(binding = 0, set = 0) uniform accelerationStructureNV accNV;
  4. layout(location = 0) rayPayloadNV vec4 localPayload;
  5. layout(location = 1) rayPayloadInNV vec4 incomingPayload;
  6. void main()
  7. {
  8. uvec3 v0 = gl_LaunchIDNV;
  9. uvec3 v1 = gl_LaunchSizeNV;
  10. vec3 v2 = gl_WorldRayOriginNV;
  11. vec3 v3 = gl_WorldRayDirectionNV;
  12. vec3 v4 = gl_ObjectRayOriginNV;
  13. vec3 v5 = gl_ObjectRayDirectionNV;
  14. float v6 = gl_RayTminNV;
  15. float v7 = gl_RayTmaxNV;
  16. traceNV(accNV, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1);
  17. }