#version 460 #extension GL_EXT_ray_tracing : require #extension GL_GOOGLE_include_directive : enable #include "raycommon.glsl" // During a lantern pass, this closest hit shader is invoked when // shadow rays (rays towards lantern) hit a lantern. Report back // which lantern was hit. // clang-format off layout(location = 2) rayPayloadInEXT int hitLanternInstance; // clang-format on void main() { hitLanternInstance = gl_InstanceCustomIndexEXT; }