#version 460 core #extension GL_GOOGLE_include_directive : require #include "ray_common.glsl" layout(location = 0) rayPayloadInEXT RayPayload payload; void main() { payload.hit_pos_t = vec4(-1.); payload.normal = vec3(0., 1., 0.); payload.alpha = 0.; payload.roughness = 0.; payload.base_color = vec3(1., 0., 1.); payload.kusok_index = -1; }