#version 460 #extension GL_EXT_ray_tracing : require layout(location = 3) rayPayloadEXT vec4 payload; layout(push_constant) uniform Registers { uvec2 ptr; }; void main() { vec3 origin = vec3(0.0); vec3 direction = vec3(0.0, 0.0, -1.0); traceRayEXT(accelerationStructureEXT(ptr), gl_RayFlagsOpaqueEXT, 0xFF, 0u, 0u, 0u, origin, 0.0, direction, 100.0f, 3); }