#version 460 #extension GL_EXT_ray_tracing : require layout(row_major) uniform; layout(row_major) buffer; struct Params_0 { int mode_0; }; layout(binding = 0) layout(std140) uniform block_Params_0 { int mode_0; }gParams_0; layout(binding = 1) uniform texture2D gParams_alphaMap_0; layout(binding = 2) uniform sampler gParams_sampler_0; struct SphereHitAttributes_0 { vec3 normal_0; }; hitAttributeEXT SphereHitAttributes_0 _S1; struct ShadowRay_0 { vec4 hitDistance_0; vec3 dummyOut_0; }; rayPayloadInEXT ShadowRay_0 _S2; void main() { if(gParams_0.mode_0 != 0) { if((textureLod(sampler2D(gParams_alphaMap_0,gParams_sampler_0), (_S1.normal_0.xy), (0.0)).x) > 0.0) { terminateRayEXT;; } else { ignoreIntersectionEXT;; } } vec3 _S3 = (gl_HitTriangleVertexPositionsEXT[(0U)]); _S2.dummyOut_0 = _S3; vec3 _S4 = (gl_HitTriangleVertexPositionsEXT[(1U)]); vec3 _S5 = _S3 + _S4; _S2.dummyOut_0 = _S5; vec3 _S6 = (gl_HitTriangleVertexPositionsEXT[(2U)]); _S2.dummyOut_0 = _S5 + _S6; return; }