20 lines
No EOL
448 B
GLSL
20 lines
No EOL
448 B
GLSL
#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; |