2 #extension GL_EXT_ray_tracing : enable
3 #extension GL_KHR_shader_subgroup_basic : enable
4 #extension GL_EXT_ray_cull_mask : enable
5 #extension GL_EXT_ray_tracing_position_fetch : enable
7 layout(location = 1) rayPayloadInEXT vec4 incomingPayload;
10 uvec3 v0 = gl_LaunchIDEXT;
11 uvec3 v1 = gl_LaunchSizeEXT;
12 int v2 = gl_PrimitiveID;
13 int v3 = gl_InstanceID;
14 int v4 = gl_InstanceCustomIndexEXT;
15 vec3 v5 = gl_WorldRayOriginEXT;
16 vec3 v6 = gl_WorldRayDirectionEXT;
17 vec3 v7 = gl_ObjectRayOriginEXT;
18 vec3 v8 = gl_ObjectRayDirectionEXT;
19 float v9 = gl_RayTminEXT;
20 float v10 = gl_RayTmaxEXT;
21 float v11 = gl_HitTEXT;
22 uint v12 = gl_HitKindEXT;
23 mat4x3 v13 = gl_ObjectToWorldEXT;
24 mat4x3 v14 = gl_WorldToObjectEXT;
25 int v15 = gl_GeometryIndexEXT;
26 mat3x4 v16 = gl_ObjectToWorld3x4EXT;
27 mat3x4 v17 = gl_WorldToObject3x4EXT;
28 uint v18 = gl_CullMaskEXT;
29 vec3 v19 = gl_HitTriangleVertexPositionsEXT[0];
30 incomingPayload = vec4(0.5f);
32 ignoreIntersectionEXT;
35 incomingPayload.x += float(gl_SubgroupSize);