/*
 * Copyright (c) Contributors to the Open 3D Engine Project.
 * For complete copyright and license terms please see the LICENSE at the root of this distribution.
 *
 * SPDX-License-Identifier: Apache-2.0 OR MIT
 *
 */

#include "RTAODefines.azsli"

// We have to have a hit shader otherwise the code may crash if the hit group is empty
[shader("closesthit")] 
void AoClosestHit(inout AORayPayload payload, BuiltInTriangleIntersectionAttributes attr) 
{
}


