bluenoise-raytracer/ray_tracing__advance/shaders/raycommon.glsl

42 lines
477 B
GLSL

struct hitPayload
{
vec3 hitValue;
uint seed;
int depth;
vec3 attenuation;
int done;
vec3 rayOrigin;
vec3 rayDir;
};
struct rayLight
{
vec3 inHitPosition;
float outLightDistance;
vec3 outLightDir;
float outIntensity;
};
struct Implicit
{
vec3 minimum;
vec3 maximum;
int objType;
int matId;
};
struct Sphere
{
vec3 center;
float radius;
};
struct Aabb
{
vec3 minimum;
vec3 maximum;
};
#define KIND_SPHERE 0
#define KIND_CUBE 1