#version 460 #extension GL_EXT_scalar_block_layout : require #extension GL_EXT_ray_tracing : require #extension GL_GOOGLE_include_directive : enable #extension GL_EXT_debug_printf : enable #include "common.glsl" layout(location = 0) rayPayloadInEXT hitPayload payload; layout(set = 0, binding = 3, std430) uniform LightUniforms { vec4 clear_color; vec4 proj; vec4 light_color; } lights; void main() { payload.hit_value = lights.clear_color; }