#version 460
#extension GL_EXT_ray_query : require
#extension GL_EXT_descriptor_heap : require
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_shader_image_load_formatted : require
#extension GL_EXT_samplerless_texture_functions : require

const bool _56 = (uint(0) > uint(0));
const int _13 = _56 ? 0 : 0;

layout(location = 0) out vec4 FragColor;
rayQueryEXT rq;
layout(descriptor_heap) uniform texture1D spv_23ResourceHeap[];
layout(descriptor_heap, std140) uniform UBO140
{
    float data[2];
} spvUBO140_42ResourceHeap[];

layout(descriptor_heap) uniform accelerationStructureEXT spv_51ResourceHeap[];
// WARNING: HLSL style descriptor heap stride is assumed for one or more descriptors. Allowing for compatibility with HLSL shaders.
// This may be not strictly be compatible with GLSL if sizeof(buffer) != sizeof(image).
// Application side can convert bindless indices accordingly to compensate or use explicit mapping API to configure strides outside SPIRV-Cross.

void main()
{
    FragColor = vec4(0.0);
    FragColor += texelFetch(spv_23ResourceHeap[int(gl_FragCoord.x)], 0, 0);
    FragColor += vec4(spvUBO140_42ResourceHeap[50].data[1]);
    rayQueryInitializeEXT(rq, spv_51ResourceHeap[50], 0u, 0u, vec3(0.0), 0.0, vec3(1.0, 0.0, 0.0), 1.0);
}

