#version 460 #extension GL_EXT_ray_tracing : require layout(set = 0, binding = 0) uniform accelerationStructureEXT as; layout(location = 0) rayPayloadInEXT float p; void main() { vec3 origin = vec3(float(gl_LaunchIDEXT.x) / float(gl_LaunchSizeEXT.x), float(gl_LaunchIDEXT.y) / float(gl_LaunchSizeEXT.y), 1.0); vec3 direction = vec3(0.0, 0.0, -1.0); traceRayEXT(as, 0u, 255u, 0u, 1u, 0u, origin, 0.0, direction, 1000.0, 0); }