Moved shaders to new directory
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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layout(location = 0) callableDataEXT vec3 outColor;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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void main()
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{
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// Execute the callable shader indexed by the current geometry being hit
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// 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.
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executeCallableEXT(gl_GeometryIndexEXT, 0);
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hitValue = outColor;
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}
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