#version 460 #extension GL_NVX_raytracing : enable hitAttributeNVX vec4 iAttr; void main() { uvec2 v0 = gl_LaunchIDNVX; uvec2 v1 = gl_LaunchSizeNVX; int v2 = gl_PrimitiveID; int v3 = gl_InstanceID; int v4 = gl_InstanceCustomIndexNVX; vec3 v5 = gl_WorldRayOriginNVX; vec3 v6 = gl_WorldRayDirectionNVX; vec3 v7 = gl_ObjectRayOriginNVX; vec3 v8 = gl_ObjectRayDirectionNVX; float v9 = gl_RayTminNVX; float v10 = gl_RayTmaxNVX; mat4x3 v11 = gl_ObjectToWorldNVX; mat4x3 v12 = gl_WorldToObjectNVX; iAttr = vec4(0.5f,0.5f,0.0f,1.0f); reportIntersectionNVX(0.5, 1U); }