src/run/rtx_path_tracer/domain_layer/domain/shader/ray_tracing/shadow_ray.glsl
bool shadowRayVisibility(accelerationStructureEXT topLevelAS, uint missIndex,
vec3 origin, vec3 rayDir, float tMin, float tMax) {
// uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT |
// gl_RayFlagsSkipClosestHitShaderEXT;
uint flags = gl_RayFlagsNoneEXT;
isShadowed = true;
traceRayEXT(topLevelAS, // acceleration structure
flags, // rayFlags
0xFF, // cullMask
1, // sbtRecordOffset
0, // sbtRecordStride
missIndex, // missIndex
origin, // ray origin
tMin, // ray min range
rayDir, // ray direction
tMax, // ray max range
1 // payload (location = 1)
);
return isShadowed;
}