#version 460 #extension GL_NV_ray_tracing : require layout(shaderRecordNV, std430) buffer sbt { vec3 direction; float tmax; }; layout(set = 0, binding = 0) uniform accelerationStructureNV as; layout(location = 0) rayPayloadNV float payload; void main() { traceNV(as, 0u, 255u, 0u, 1u, 0u, vec3(0.0), 0.0, direction, tmax, 0); }