#version 460
#extension GL_NV_ray_tracing : require

layout(set = 0, binding = 0) uniform accelerationStructureNV as;
layout(set = 0, binding = 1, rgba32f) uniform writeonly image2D image;
layout(location = 0) rayPayloadNV vec4 payload;
layout(location = 0) callableDataNV float blend;

void main()
{
    vec3 origin = vec3(0.0);
    vec3 direction = vec3(0.0, 0.0, -1.0);
    traceNV(as, 1u, 255u, 0u, 0u, 0u, origin, 0.0, direction, 100.0, 0);
    executeCallableNV(0u, 0);
    imageStore(image, ivec2(gl_LaunchIDNV.xy), payload + vec4(blend));
}

