float gl_HitTNV;in float gl_HitTEXT;in uint gl_HitKindNV;in uint gl_HitKindEXT;in mat4x3 gl_ObjectToWorldNV;in mat4x3 gl_ObjectToWorldEXT;in mat3x4 gl_ObjectToWorld3x4EXT;in mat4x3 gl_WorldToObjectNV;in mat4x3 gl_WorldToObjectEXT;in mat3x4 gl_WorldToObject3x4EXT;in uint gl_IncomingRayFlagsNV;in uint gl_IncomingRayFlagsEXT;in float gl_CurrentRayTimeNV;in uint gl_CullMaskEXT;