#version 460 #extension GL_EXT_ray_tracing : require layout(set = 0, binding = 0) uniform accelerationStructureEXT as; layout(location = 0) rayPayloadEXT vec4 payload; layout(location = 1) callableDataEXT float blend; layout(set = 0, binding = 1, rgba32f) uniform writeonly image2D image; void main() { vec3 origin = vec3(0.0); vec3 direction = vec3(0.0, 0.0, -1.0); traceRayEXT(as, 1u, 255u, 0u, 0u, 0u, origin, 0.0, direction, 100.0, 0); executeCallableEXT(0u, 1); imageStore(image, ivec2(gl_LaunchIDEXT.xy), payload + vec4(blend)); }