File: spv.ext.IntersectShader.rint

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#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_ray_cull_mask : enable
hitAttributeEXT vec4 iAttr;
void main()
{
	uvec3 v0 = gl_LaunchIDEXT;
	uvec3 v1 = gl_LaunchSizeEXT;
	int v2 = gl_PrimitiveID;
	int v3 = gl_InstanceID;
	int v4 = gl_InstanceCustomIndexEXT;
	vec3 v5 = gl_WorldRayOriginEXT;
	vec3 v6 = gl_WorldRayDirectionEXT;
	vec3 v7 = gl_ObjectRayOriginEXT;
	vec3 v8 = gl_ObjectRayDirectionEXT;
	float v9 = gl_RayTminEXT;
	float v10 = gl_RayTmaxEXT;
	mat4x3 v11 = gl_ObjectToWorldEXT;
	mat4x3 v12 = gl_WorldToObjectEXT;
    mat3x4 v13 = gl_ObjectToWorld3x4EXT;
    mat3x4 v14 = gl_WorldToObject3x4EXT;
	uint v15 = gl_CullMaskEXT;
	iAttr = vec4(0.5f,0.5f,0.0f,1.0f);
	reportIntersectionEXT(0.5, 1U);
}