/* * Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ struct LanternIndirectEntry { // VkTraceRaysIndirectCommandKHR int indirectWidth; int indirectHeight; int indirectDepth; // Pixel coordinate of scissor rect upper-left. int offsetX; int offsetY; // Lantern starts here: // Can't use vec3 due to alignment. float x, y, z; float red, green, blue; float brightness; float radius; };