#version 460
#extension GL_EXT_ray_tracing : require

layout(shaderRecordEXT, std430) buffer sbt
{
    vec3 direction;
    float tmax;
} _20;

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

void main()
{
    traceRayEXT(as, 0u, 255u, 0u, 1u, 0u, vec3(0.0), 0.0, _20.direction, _20.tmax, 0);
}

