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#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;
}
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