2 #extension GL_EXT_ray_tracing : enable
3 #extension GL_NV_ray_tracing_motion_blur : enable
4 layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT;
5 layout(location = 0) rayPayloadEXT vec4 localPayloadEXT;
8 float time = gl_CurrentRayTimeNV + 0.5f;
9 traceRayMotionNV(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1.0f, 0);