#version 460 #extension GL_EXT_ray_tracing : enable #extension GL_EXT_nonuniform_qualifier : enable layout(location = 0) rayPayloadInEXT vec3 hitValue; hitAttributeEXT vec2 attribs; layout(shaderRecordEXT, std430) buffer SBT { float r; float g; float b; }; void main() { // Update the hit value to the hit record SBT data associated with this // geometry ID and ray ID hitValue = vec3(r, g, b); }