File: spv.IntersectShader.rint

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#version 460
#extension GL_NV_ray_tracing : enable
hitAttributeNV vec4 iAttr;
void main()
{
	uvec3 v0 = gl_LaunchIDNV;
	uvec3 v1 = gl_LaunchSizeNV;
	int v2 = gl_PrimitiveID;
	int v3 = gl_InstanceID;
	int v4 = gl_InstanceCustomIndexNV;
	vec3 v5 = gl_WorldRayOriginNV;
	vec3 v6 = gl_WorldRayDirectionNV;
	vec3 v7 = gl_ObjectRayOriginNV;
	vec3 v8 = gl_ObjectRayDirectionNV;
	float v9 = gl_RayTminNV;
	float v10 = gl_RayTmaxNV;
	mat4x3 v11 = gl_ObjectToWorldNV;
	mat4x3 v12 = gl_WorldToObjectNV;
	iAttr = vec4(0.5f,0.5f,0.0f,1.0f);
	reportIntersectionNV(0.5, 1U);
}