#version 460 #extension GL_NV_ray_tracing : enable layout(binding = 0, set = 0) uniform accelerationStructureNV accNV; layout(location = 0) rayPayloadNV vec4 payload; layout(shaderRecordNV) buffer block { float arr[4]; vec4 pad; }; void main() { uint lx = gl_LaunchIDNV.x; uint ly = gl_LaunchIDNV.y; uint sx = gl_LaunchSizeNV.x; uint sy = gl_LaunchSizeNV.y; traceNV(accNV, lx, ly, sx, sy, 0u, vec3(0.0f), 0.5f, vec3(1.0f), 0.75f, 1); arr[3] = 1.0f; pad = payload; }