#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 }