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- // Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <AnKi/Shaders/Include/Common.h>
- ANKI_BEGIN_NAMESPACE
- struct TraditionalDeferredShadingDirectionalLight
- {
- Vec3 m_diffuseColor;
- U32 m_active;
- Vec3 m_direction;
- F32 m_effectiveShadowDistance;
- Mat4 m_lightMatrix;
- };
- struct TraditionalDeferredShadingConstants
- {
- // Use these to get the correct face UVs
- Vec2 m_inputTexUvScale;
- Vec2 m_inputTexUvBias;
- Vec2 m_fbUvScale;
- Vec2 m_fbUvBias;
- Mat4 m_invViewProjMat;
- Vec3 m_cameraPos;
- F32 m_padding0;
- TraditionalDeferredShadingDirectionalLight m_dirLight;
- };
- struct TraditionalDeferredSkyboxConstants
- {
- RVec3 m_solidColor;
- F32 m_padding1;
- Vec2 m_inputTexUvScale;
- Vec2 m_inputTexUvBias;
- Mat4 m_invertedViewProjectionMat;
- Vec3 m_cameraPos;
- F32 m_padding2;
- };
- ANKI_END_NAMESPACE
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