#include "mesh_raytracer_shared.slang" [shader("raygeneration")] void _main() { uint2 launchIndex = DispatchRaysIndex().xy; uint8_t edgemask = inputMask.Load(uint3(launchIndex, 0)); uint8_t edgemask1 = inputMask.Load(uint3(launchIndex, 1)); uint8_t edgemask2 = inputMask.Load(uint3(launchIndex, 2)); uint8_t edgemask3 = inputMask.Load(uint3(launchIndex, 3)); uint8_t nBits = (countbits(edgemask) + countbits(edgemask1) + countbits(edgemask2) + countbits(edgemask3)); if ( nBits != 16 && nBits != 0 ) outputTest[launchIndex] = float4(1,0,0,0); }