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@@ -27,12 +27,6 @@ struct PointLight
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vec4 specularColorTexId; // xyz: spec color, w: diffuse tex ID
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};
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-// WORKAROUND: See glslang issue 304
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-#define COPY_POINT_LIGHT(src_, dst_) \
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- dst_.posRadius = src_.posRadius; \
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- dst_.diffuseColorShadowmapId = src_.diffuseColorShadowmapId; \
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- dst_.specularColorTexId = src_.specularColorTexId
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-
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// Spot light
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struct SpotLight
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{
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@@ -44,15 +38,6 @@ struct SpotLight
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mat4 texProjectionMat;
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};
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-// WORKAROUND: See glslang issue 304
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-#define COPY_SPOT_LIGHT(src_, dst_) \
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- dst_.posRadius = src_.posRadius; \
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- dst_.diffuseColorShadowmapId = src_.diffuseColorShadowmapId; \
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- dst_.specularColorTexId = src_.specularColorTexId; \
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- dst_.lightDir = src_.lightDir; \
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- dst_.outerCosInnerCos = src_.outerCosInnerCos; \
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- dst_.texProjectionMat = src_.texProjectionMat
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-
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// Representation of a reflection probe
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struct ReflectionProbe
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{
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@@ -63,11 +48,6 @@ struct ReflectionProbe
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vec4 cubemapIndexPad3;
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};
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-// WORKAROUND: See glslang issue 304
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-#define COPY_REFLECTION_PROBE(src_, dst_) \
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- dst_.positionRadiusSq = src_.positionRadiusSq; \
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- dst_.cubemapIndexPad3.x = src_.cubemapIndexPad3.x
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-
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layout(ANKI_UBO_BINDING(LIGHT_SET, LIGHT_UBO_BINDING), std140, row_major) uniform u0_
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{
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LightingUniforms u_lightingUniforms;
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