#version 460 #extension GL_NV_ray_tracing : require layout(set = 0, binding = 0) uniform accelerationStructureNV as; layout(set = 0, binding = 1, rgba32f) uniform writeonly image2D image; layout(location = 0) rayPayloadNV vec4 payload; layout(location = 0) callableDataNV float blend; void main() { traceNV(as, 1u, 255u, 0u, 0u, 0u, vec3(0.0), 0.0, vec3(0.0, 0.0, -1.0), 100.0, 0); executeCallableNV(0u, 0); imageStore(image, ivec2(gl_LaunchIDNV.xy), payload + vec4(blend)); }