glslang/Test/spv.ext.MissShader.rmiss
2022-05-05 12:56:04 +02:00

31 lines
1.1 KiB
GLSL

#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_NV_shader_sm_builtins : enable
#extension GL_KHR_shader_subgroup_ballot : enable
#extension GL_ARB_shader_ballot : enable
#extension GL_NV_shader_sm_builtins : enable
#extension GL_ARB_sparse_texture_clamp: enable
#extension GL_EXT_ray_cull_mask : enable
layout(binding = 0, set = 0) uniform accelerationStructureEXT accEXT;
layout(location = 0) rayPayloadEXT vec4 localPayload;
layout(location = 1) rayPayloadInEXT vec4 incomingPayload;
layout(binding = 1, set = 0) uniform sampler2D s2D;
layout(location = 2) in vec2 c2;
layout(location = 3) in float lodClamp;
void main()
{
uvec3 v0 = gl_LaunchIDEXT;
uvec3 v1 = gl_LaunchSizeEXT;
vec3 v2 = gl_WorldRayOriginEXT;
vec3 v3 = gl_WorldRayDirectionEXT;
float v4 = gl_RayTminEXT;
float v5 = gl_RayTmaxEXT;
uint v6 = gl_CullMaskEXT;
traceRayEXT(accEXT, 0u, 1u, 2u, 3u, 0u, vec3(0.5f), 0.5f, vec3(1.0f), 0.75f, 1);
incomingPayload.x = float(gl_SubGroupSizeARB) + float(gl_SubgroupEqMask) + float(gl_WarpIDNV);
vec4 texel = textureGradOffsetClampARB(s2D, c2, c2, c2, ivec2(5), lodClamp);
}