39 lines
No EOL
1.2 KiB
GLSL
39 lines
No EOL
1.2 KiB
GLSL
/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#include "LanternIndirectEntry.glsl"
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struct hitPayload
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{
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vec3 hitValue;
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bool additiveBlending;
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};
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layout(push_constant) uniform Constants
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{
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vec4 clearColor;
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vec3 lightPosition;
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float lightIntensity;
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int lightType; // 0: point, 1: infinite
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int lanternPassNumber; // -1 if this is the full-screen pass. Otherwise, used to lookup trace indirect parameters.
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int screenX;
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int screenY;
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int lanternDebug;
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}
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pushC; |