#version 460
#extension GL_EXT_ray_tracing : require

layout(push_constant, std430) uniform Registers
{
    uvec2 ptr;
} _19;

layout(location = 0) rayPayloadEXT vec4 payload;

void main()
{
    vec3 origin = vec3(0.0);
    vec3 direction = vec3(0.0, 0.0, -1.0);
    traceRayEXT(accelerationStructureEXT(_19.ptr), 1u, 255u, 0u, 0u, 0u, origin, 0.0, direction, 100.0, 0);
}

