RaytracingAccelerationStructure gScene_0 : register(t0); RWStructuredBuffer gOutput_0 : register(u0); float3 helper_0(RayQuery q_0) { RayQuery _S1 = q_0; RayDesc ray_0; float3 _S2 = (float3)0.0; ray_0.Origin = _S2; ray_0.Direction = _S2; ray_0.TMin = 0.0; ray_0.TMax = 1000.0; _S1.TraceRayInline(gScene_0, 0U, 4294967295U, ray_0); return _S1.WorldRayDirection(); } [shader("compute")][numthreads(1, 1, 1)] void computeMain(uint tid_0 : SV_DISPATCHTHREADID) { RayQuery rayQuery_0; int _S3 = int(helper_0(rayQuery_0).x); gOutput_0[tid_0.x] = _S3; return; }