#version 460 #extension GL_NV_ray_tracing : require struct Payload { float a; float b; }; struct Block { float a; float b; Payload c; Payload d; }; layout(set = 0, binding = 1) uniform accelerationStructureNV as; layout(location = 1) rayPayloadNV Payload payload2; layout(location = 0) rayPayloadNV float payload1; layout(location = 2) rayPayloadNV Block _71; layout(set = 0, binding = 0, rgba8) uniform writeonly image2D image; void main() { traceNV(as, 0u, 255u, 0u, 1u, 0u, vec3(1.0, 0.0, 0.0), 0.0, vec3(0.0, 1.0, 0.0), 1000.0, 0); traceNV(as, 0u, 255u, 0u, 1u, 0u, vec3(1.0, 0.0, 0.0), 0.0, vec3(0.0, 1.0, 0.0), 1000.0, 1); traceNV(as, 0u, 255u, 0u, 1u, 0u, vec3(1.0, 0.0, 0.0), 0.0, vec3(0.0, 1.0, 0.0), 1000.0, 2); imageStore(image, ivec2(gl_LaunchIDNV.xy), (vec4(payload1) + (vec4(payload2.a) + vec4(payload2.b))) + vec4(((((_71.a + _71.b) + _71.c.a) + _71.c.b) + _71.d.a) + _71.d.b)); }