/* * 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" // During a lantern pass, this closest hit shader is invoked when // shadow rays (rays towards lantern) hit a regular OBJ. Report back // that no lantern was hit (-1). // clang-format off layout(location = 2) rayPayloadInEXT int hitLanternInstance; // clang-format on void main() { hitLanternInstance = -1; }