// Copyright 2021 Sascha Willems
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
struct CallData
float3 outColor;
[shader("closesthit")]
void main(inout Payload p, in float2 attribs)
// Execute the callable shader indexed by the current geometry being hit
// For our sample this means that the first callable shader in the SBT is invoked for the first triangle, the second callable shader for the second triangle, etc.
CallData callData;
CallShader(GeometryIndex(), callData);
p.hitValue = callData.outColor;
}