2 #extension GL_NV_displacement_micromap : enable
3 #extension GL_NV_mesh_shader : enable
4 #extension GL_EXT_ray_query : enable
5 layout(max_vertices = 8, max_primitives = 16, triangles) out;
6 layout(binding = 1) uniform accelerationStructureEXT as;
7 layout(binding = 0) buffer block {
13 op_pos = fetchMicroTriangleVertexPositionNV(as, 1, 1, 1, ivec2(0,0));
14 op_pos += fetchMicroTriangleVertexPositionNV(as, 1, 1, 1, ivec2(0,1));
15 op_pos += fetchMicroTriangleVertexPositionNV(as, 1, 1, 1, ivec2(1,0));
17 op_bary = fetchMicroTriangleVertexBarycentricNV(as, 1, 1, 1, ivec2(0,0));
18 op_bary += fetchMicroTriangleVertexBarycentricNV(as, 1, 1, 1, ivec2(0,1));
19 op_bary += fetchMicroTriangleVertexBarycentricNV(as, 1, 1, 1, ivec2(1,0));