#version 460
#extension GL_EXT_ray_tracing : require

layout(set = 0, binding = 1) uniform accelerationStructureEXT as;
layout(location = 0) rayPayloadEXT float payload;
layout(set = 0, binding = 0, rgba8) uniform writeonly image2D image;

void main()
{
    traceRayEXT(as, 0u, 255u, 0u, 1u, 0u, vec3(float(gl_LaunchIDEXT.x) / float(gl_LaunchSizeEXT.x), float(gl_LaunchIDEXT.y) / float(gl_LaunchSizeEXT.y), 1.0), 0.0, vec3(0.0, 0.0, -1.0), 1000.0, 0);
    vec4 _68 = vec4(0.0, 0.0, 0.0, 1.0);
    _68.y = payload;
    imageStore(image, ivec2(gl_LaunchIDEXT.xy), _68);
}

