#version 460 #extension GL_NV_ray_tracing : require layout(set = 0, binding = 1) uniform accelerationStructureNV as; layout(location = 0) rayPayloadNV float payload; layout(set = 0, binding = 0, rgba8) uniform writeonly image2D image; void main() { traceNV(as, 0u, 255u, 0u, 1u, 0u, vec3(float(gl_LaunchIDNV.x) / float(gl_LaunchSizeNV.x), float(gl_LaunchIDNV.y) / float(gl_LaunchSizeNV.y), 1.0), 0.0, vec3(0.0, 0.0, -1.0), 1000.0, 0); vec4 _68 = vec4(0.0, 0.0, 0.0, 1.0); _68.y = payload; imageStore(image, ivec2(gl_LaunchIDNV.xy), _68); }