#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;
}