I have a question, I am learning the ray tracing in vulkan, writing in glsl. I wanna implement a demo with shadow , reflect ,refraction. I have implemented it in ray pipeline by these shaders: ray gen, miss and closet hit shader. But in ray query, not these shader, I only have a fragment shader. Should I put the there shaders into the on shader?, like this , ray gen, miss and closet hit shader → frag shader. but in this case I need too much condition jude. I need some help, or one demo to know how to deal with these question, or how to translate ray pipeline code into ray query code.
/* color:
loop:
get new_d from d
rayQueryInit(new_d)
if get new direction new_d
rayQueryInit(new_d)
rayQueryProceedEXT(rayQuery);
get the hit_info:
color += */
/*