#version 460
#extension GL_NV_ray_tracing : require

layout(set = 0, binding = 1) uniform accelerationStructureNV as;
layout(location = 0) rayPayloadNV float payload;
layout(set = 0, binding = 0, rgba8) uniform writeonly image2D image;

void main()
{
    vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
    vec3 origin = vec3(float(gl_LaunchIDNV.x) / float(gl_LaunchSizeNV.x), float(gl_LaunchIDNV.y) / float(gl_LaunchSizeNV.y), 1.0);
    vec3 direction = vec3(0.0, 0.0, -1.0);
    traceNV(as, 0u, 255u, 0u, 1u, 0u, origin, 0.0, direction, 1000.0, 0);
    col.y = payload;
    imageStore(image, ivec2(gl_LaunchIDNV.xy), col);
}

