#include "macros.hlsl"

COMMON
{
	struct RayPayload
	{
		float3 m_vOrigin;
		float3 m_vDirection;
		float3 m_vColor;
	};
}
CALLABLE
{
	#include "textures.hlsl"
	void brdfMain( inout RayPayload payload )
	{
		payload.m_vColor = float3(1.0,0.0,1.0);
	}
}
