WorldRayOrigin

Description

Returns the origin of the current ray in world space.

Signature

vector<float, 3> WorldRayOrigin();

Return value

World-space position where the ray originated

Remarks

Available in any-hit, closest-hit, intersection, and miss shaders

Availability and Requirements

Defined for the following targets:

hlsl

Available in stages: closesthit, anyhit, miss, intersection.

glsl

Available in stages: closesthit, anyhit, miss, intersection.

cuda

Available in stages: closesthit, anyhit, miss, intersection.

spirv

Available in stages: closesthit, anyhit, miss, intersection.

Requires capability: spvRayTracingKHR.