| #version 460 |
| #extension GL_EXT_ray_tracing : enable |
| #extension GL_EXT_ray_query : enable |
| #extension GL_NV_cluster_acceleration_structure : enable |
| #extension GL_NV_shader_invocation_reorder : enable |
| layout(binding = 1) uniform accelerationStructureEXT as; |
| void main() |
| { |
| hitObjectNV hitObj; |
| int hitObjId = hitObjectGetClusterIdNV(hitObj); |
| rayQueryEXT rq; |
| int id_candidate = rayQueryGetIntersectionClusterIdNV(rq, false); |
| int id_committed = rayQueryGetIntersectionClusterIdNV(rq, true); |
| bool test = (id_candidate == gl_ClusterIDNoneNV) && (id_committed == gl_ClusterIDNoneNV); |
| } |