1#version 460 2#extension GL_NV_ray_tracing : enable 3#extension GL_EXT_ray_query : enable 4layout(binding = 0, set = 0) uniform accelerationStructureEXT acc0; 5 6layout(shaderRecordNV) buffer block 7{ 8 vec3 dir; 9 vec3 origin; 10}; 11 12void main() 13{ 14 rayQueryEXT localRayQuery; 15 uint rayFlags = gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT; 16 float tMin = 0.f; 17 float tMax = 1000.f; 18 rayQueryInitializeEXT(localRayQuery, acc0, rayFlags, 0xFF , origin, tMin, dir, tMax); 19 if (!rayQueryProceedEXT(localRayQuery)) 20 { 21 rayQueryTerminateEXT(localRayQuery); 22 } 23} 24