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//TEST:SIMPLE(filecheck=CHECK_GLSL): -allow-glsl -stage raygeneration -entry main -target glsl
//TEST:SIMPLE(filecheck=CHECK_SPV): -allow-glsl -emit-spirv-directly -stage raygeneration -entry main -target spirv-assembly
// CHECK_GLSL-DAG: hitObjectAttributeNV
// CHECK_SPV-DAG: HitObjectAttributeNV
layout(binding = 0) uniform accelerationStructureEXT as;
//TEST_INPUT:ubuffer(data=[0], stride=4):out,name=outputBuffer
buffer MyBlockName
{
uint data[];
} outputBuffer;
layout(location = 2) hitObjectAttributeNV vec4 attrMain;
bool testHitObjectRecord() {
hitObjectNV hit;
// CHECK_GLSL: hitObjectRecordHitNV
// CHECK_SPV: OpHitObjectRecordHitNV
hitObjectRecordHitNV(hit, as, 0, 0, 0, gl_HitKindFrontFacingTriangleEXT, 0, 0, vec3(0.1, 0.1, 0.0), 0.01f, vec3(0, 0, 1), 1e4f, 2);
return true
// CHECK_GLSL: hitObjectIsHitNV
// CHECK_SPV: OpHitObjectIsHitNV
&& hitObjectIsHitNV(hit) == true
;
}
void main()
{
outputBuffer.data[0] = true
&& testHitObjectRecord();
//BUF: 1
}
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