#version 460 #extension GL_EXT_ray_tracing : require layout(set = 0, binding = 1) uniform accelerationStructureEXT as; layout(location = 0) rayPayloadEXT float payload; void main() { vec2 _57 = vec2(gl_LaunchIDEXT.xy); vec2 _61 = vec2(gl_LaunchSizeEXT.xy); traceRayEXT(as, 0u, 255u, 0u, 1u, 0u, vec3(_57.x / _61.x, _57.y / _61.y, 1.0), 0.0, vec3(0.0, 0.0, -1.0), 1000.0, 0); }