#include "LanternIndirectEntry.glsl" struct hitPayload { vec3 hitValue; bool additiveBlending; }; layout(push_constant) uniform Constants { vec4 clearColor; vec3 lightPosition; float lightIntensity; int lightType; // 0: point, 1: infinite int lanternPassNumber; // -1 if this is the full-screen pass. Otherwise, used to lookup trace indirect parameters. int screenX; int screenY; int lanternDebug; } pushC;