#version 460 core #extension GL_EXT_ray_tracing: require #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.mode != MATERIAL_MODE_SKYBOX) ? SHADOW_HIT : SHADOW_SKY ; }