#version 460 #extension GL_EXT_ray_tracing : enable #extension GL_EXT_ray_query : enable #extension GL_NV_cluster_acceleration_structure : enable #extension GL_NV_shader_invocation_reorder : enable layout(binding = 1) uniform accelerationStructureEXT as; void main() { hitObjectNV hitObj; int hitObjId = hitObjectGetClusterIdNV(hitObj); rayQueryEXT rq; int id_candidate = rayQueryGetIntersectionClusterIdNV(rq, false); int id_committed = rayQueryGetIntersectionClusterIdNV(rq, true); bool test = (id_candidate == gl_ClusterIDNoneNV) && (id_committed == gl_ClusterIDNoneNV); }