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//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;
}
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