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// callable-caller.slang
//TEST:CROSS_COMPILE: -profile glsl_460 -capability GL_NV_ray_tracing -stage raygeneration -entry main -target spirv-assembly
import callable_shared;
cbuffer C
{
uint shaderIndex;
};
RWTexture2D<float4> gImage;
void main()
{
MaterialPayload payload;
payload.albedo = 0;
payload.uv = float2(DispatchRaysIndex().xy) / float2(DispatchRaysDimensions().xy);
CallShader(shaderIndex, payload);
gImage[DispatchRaysIndex().xy] = payload.albedo;
}
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