/* * 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 */ #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;