#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_NV_linear_swept_spheres : enable
#extension GL_EXT_ray_query : enable
#extension GL_NV_shader_invocation_reorder : enable
void main()
{   
    hitObjectNV hObj;
    rayQueryEXT rq;
    vec3 pos;
    vec3 lss_pos[2];
    float rad;
    float lss_rad[2];
    float hitVal;
    bool isSphereHit, isLSSHit;

    pos = hitObjectGetSpherePositionNV(hObj);
    rad = hitObjectGetSphereRadiusNV(hObj);

    hitObjectGetLSSPositionsNV(hObj, lss_pos);
    hitObjectGetLSSRadiiNV(hObj, lss_rad);

    isSphereHit = hitObjectIsSphereHitNV(hObj);
    isLSSHit = hitObjectIsLSSHitNV(hObj);

    pos = rayQueryGetIntersectionSpherePositionNV(rq, true);
    pos = rayQueryGetIntersectionSpherePositionNV(rq, false);

    rad = rayQueryGetIntersectionSphereRadiusNV(rq, true);
    rad = rayQueryGetIntersectionSphereRadiusNV(rq, false);

    rayQueryGetIntersectionLSSPositionsNV(rq, true, lss_pos);
    rayQueryGetIntersectionLSSPositionsNV(rq, false, lss_pos);

    rayQueryGetIntersectionLSSRadiiNV(rq, true, lss_rad);
    rayQueryGetIntersectionLSSRadiiNV(rq, false, lss_rad);

    hitVal = rayQueryGetIntersectionLSSHitValueNV(rq, true);
    hitVal = rayQueryGetIntersectionLSSHitValueNV(rq, false);

    isSphereHit = rayQueryIsSphereHitNV(rq, true);
    isSphereHit = rayQueryIsSphereHitNV(rq, false);

    isLSSHit = rayQueryIsLSSHitNV(rq, true);
    isLSSHit = rayQueryIsLSSHitNV(rq, false);

    pos = gl_HitSpherePositionNV;
    rad = gl_HitSphereRadiusNV;

    lss_pos = gl_HitLSSPositionsNV;
    lss_rad = gl_HitLSSRadiiNV;

    isSphereHit = gl_HitIsSphereNV;
    isLSSHit = gl_HitIsLSSNV;

}
