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