//TEST_IGNORE_FILE: #version 460 #extension GL_EXT_ray_tracing : require #extension GL_ARB_sparse_texture_clamp : require layout(row_major) uniform; layout(row_major) buffer; layout(binding = 0) uniform texture2DArray t2D_0; layout(binding = 1) uniform sampler samplerState_0; struct ShadowRay_0 { float hitDistance_0; }; rayPayloadInEXT ShadowRay_0 _S1; void main() { const vec2 _S2 = vec2(0.0, 0.0); vec4 val_0 = (textureGradOffsetClampARB(sampler2DArray(t2D_0,samplerState_0), (vec3(_S1.hitDistance_0 * 0.20000000298023223877, _S1.hitDistance_0 * 0.30000001192092895508, 0.20000000298023223877)), (_S2), (_S2), (ivec2(0)), (0.5))); _S1.hitDistance_0 = dot(val_0, val_0); return; }