bluenoise-raytracer/ray_tracing_indirect_scissor/shaders/raycommon.glsl
2020-12-15 09:06:54 +01:00

20 lines
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448 B
GLSL

#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;