#version 460 core #extension GL_EXT_ray_tracing: require #extension GL_EXT_shader_16bit_storage : require #define GLSL #include "ray_interop.h" #undef GLSL layout(set = 0, binding = 30, std430) readonly buffer ModelHeaders { ModelHeader a[]; } model_headers; layout(set = 0, binding = 31, std430) readonly buffer Kusochki { Kusok a[]; } kusochki; layout(set = 0, binding = 32, std430) readonly buffer Indices { uint16_t a[]; } indices; layout(set = 0, binding = 33, std430) readonly buffer Vertices { Vertex a[]; } vertices; #include "ray_kusochki.glsl" #include "ray_common.glsl" layout(location = PAYLOAD_LOCATION_SHADOW) rayPayloadInEXT RayPayloadShadow payload_shadow; void main() { const int instance_kusochki_offset = gl_InstanceCustomIndexEXT; const int kusok_index = instance_kusochki_offset + gl_GeometryIndexEXT; const Kusok kusok = getKusok(kusok_index); const uint tex_base_color = kusok.material.tex_base_color; payload_shadow.hit_type = (kusok.material.tex_base_color != TEX_BASE_SKYBOX) ? SHADOW_HIT : SHADOW_SKY ; }