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#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);
}
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