1#version 460 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 6 7layout(location = 1) rayPayloadInEXT vec4 incomingPayload; 8void main() 9{ 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); 31 if (v2 == 1) { 32 ignoreIntersectionEXT; 33 v0.x++; 34 } 35 incomingPayload.x += float(gl_SubgroupSize); 36 terminateRayEXT; 37} 38