xref: /aosp_15_r20/external/angle/third_party/glslang/src/Test/spv.ext.MissShader.rmiss (revision 8975f5c5ed3d1c378011245431ada316dfb6f244)
1#version 460
2#extension GL_EXT_ray_tracing : enable
3#extension GL_NV_shader_sm_builtins : enable
4#extension GL_KHR_shader_subgroup_ballot : enable
5#extension GL_ARB_shader_ballot : enable
6#extension GL_NV_shader_sm_builtins : enable
7#extension GL_ARB_sparse_texture_clamp: enable
8#extension GL_EXT_ray_cull_mask : enable
9
10layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT;
11layout(location = 0) rayPayloadEXT vec4 localPayload;
12layout(location = 1) rayPayloadInEXT vec4 incomingPayload;
13
14layout(binding = 1, set = 0) uniform sampler2D    s2D;
15layout(location = 2) in vec2 c2;
16layout(location = 3) in float lodClamp;
17
18void main()
19{
20	uvec3 v0 = gl_LaunchIDEXT;
21	uvec3 v1 = gl_LaunchSizeEXT;
22	vec3 v2 = gl_WorldRayOriginEXT;
23	vec3 v3 = gl_WorldRayDirectionEXT;
24	float v4 = gl_RayTminEXT;
25	float v5 = gl_RayTmaxEXT;
26	uint v6 = gl_CullMaskEXT;
27	traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1);
28    incomingPayload.x = float(gl_SubGroupSizeARB) + float(gl_SubgroupEqMask) + float(gl_WarpIDNV);
29        vec4 texel = textureGradOffsetClampARB(s2D, c2, c2, c2, ivec2(5), lodClamp);
30}
31