#version 460 #extension GL_EXT_ray_tracing : require layout(push_constant, std430) uniform Registers { uvec2 ptr; } _19; layout(location = 0) rayPayloadEXT vec4 payload; void main() { vec3 origin = vec3(0.0); vec3 direction = vec3(0.0, 0.0, -1.0); traceRayEXT(accelerationStructureEXT(_19.ptr), 1u, 255u, 0u, 0u, 0u, origin, 0.0, direction, 100.0, 0); }