#version 460 #extension GL_NV_ray_tracing : require layout(set = 0, binding = 1) uniform accelerationStructureNV as; layout(location = 0) rayPayloadNV float payload; float pure_call(vec2 launchID, vec2 launchSize) { vec3 origin = vec3(launchID.x / launchSize.x, launchID.y / launchSize.y, 1.0); vec3 direction = vec3(0.0, 0.0, -1.0); traceNV(as, 0u, 255u, 0u, 1u, 0u, origin, 0.0, direction, 1000.0, 0); return 0.0; } void main() { pure_call(vec2(gl_LaunchIDNV.xy), vec2(gl_LaunchSizeNV.xy)); }