#version 460
#extension GL_EXT_ray_tracing : require

layout(set = 0, binding = 1) uniform accelerationStructureEXT as;
layout(location = 0) rayPayloadEXT float payload;

void main()
{
    vec2 _57 = vec2(gl_LaunchIDEXT.xy);
    vec2 _61 = vec2(gl_LaunchSizeEXT.xy);
    traceRayEXT(as, 0u, 255u, 0u, 1u, 0u, vec3(_57.x / _61.x, _57.y / _61.y, 1.0), 0.0, vec3(0.0, 0.0, -1.0), 1000.0, 0);
}

