/* * Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #version 460 #extension GL_EXT_ray_tracing : require #extension GL_GOOGLE_include_directive : enable #include "raycommon.glsl" layout(location = 0) rayPayloadInEXT hitPayload prd; layout(push_constant) uniform Constants { vec4 clearColor; }; void main() { if(prd.depth == 0) prd.hitValue = clearColor.xyz * 0.8; else prd.hitValue = vec3(0.01); // No contribution from environment prd.depth = 100; // Ending trace }