#version 460 #extension GL_EXT_ray_tracing : require layout(shaderRecordEXT, std430) buffer sbt { vec3 direction; float tmax; }; layout(set = 0, binding = 0) uniform accelerationStructureEXT as; layout(location = 0) rayPayloadEXT float payload; void main() { traceRayEXT(as, 0u, 255u, 0u, 1u, 0u, vec3(0.0), 0.0, direction, tmax, 0); }