glslang/Test/spv.IntersectShader.rint

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#version 460
#extension GL_NV_ray_tracing : enable
hitAttributeNV vec4 iAttr;
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void main()
{
uvec3 v0 = gl_LaunchIDNV;
uvec3 v1 = gl_LaunchSizeNV;
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int v2 = gl_PrimitiveID;
int v3 = gl_InstanceID;
int v4 = gl_InstanceCustomIndexNV;
vec3 v5 = gl_WorldRayOriginNV;
vec3 v6 = gl_WorldRayDirectionNV;
vec3 v7 = gl_ObjectRayOriginNV;
vec3 v8 = gl_ObjectRayDirectionNV;
float v9 = gl_RayTminNV;
float v10 = gl_RayTmaxNV;
mat4x3 v11 = gl_ObjectToWorldNV;
mat4x3 v12 = gl_WorldToObjectNV;
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iAttr = vec4(0.5f,0.5f,0.0f,1.0f);
reportIntersectionNV(0.5, 1U);
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}