37 lines
1.1 KiB
GLSL
37 lines
1.1 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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struct LanternIndirectEntry
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{
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// VkTraceRaysIndirectCommandKHR
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int indirectWidth;
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int indirectHeight;
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int indirectDepth;
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// Pixel coordinate of scissor rect upper-left.
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int offsetX;
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int offsetY;
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// Lantern starts here:
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// Can't use vec3 due to alignment.
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float x, y, z;
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float red, green, blue;
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float brightness;
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float radius;
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};
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