godot/modules/lightmapper_rd/lm_common_inc.glsl

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/* SET 0, static data that does not change between any call */
struct Vertex {
vec3 position;
float normal_z;
vec2 uv;
vec2 normal_xy;
};
layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices {
Vertex data[];
}
vertices;
struct Triangle {
uvec3 indices;
uint slice;
vec3 min_bounds;
uint pad0;
vec3 max_bounds;
uint pad1;
};
layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
Triangle data[];
}
triangles;
layout(set = 0, binding = 3, std430) restrict readonly buffer GridIndices {
uint data[];
}
grid_indices;
#define LIGHT_TYPE_DIRECTIONAL 0
#define LIGHT_TYPE_OMNI 1
#define LIGHT_TYPE_SPOT 2
struct Light {
vec3 position;
uint type;
vec3 direction;
float energy;
vec3 color;
float size;
float range;
float attenuation;
float cos_spot_angle;
float inv_spot_attenuation;
float shadow_blur;
bool static_bake;
uint pad[2];
};
layout(set = 0, binding = 4, std430) restrict readonly buffer Lights {
Light data[];
}
lights;
struct Seam {
uvec2 a;
uvec2 b;
};
layout(set = 0, binding = 5, std430) restrict readonly buffer Seams {
Seam data[];
}
seams;
layout(set = 0, binding = 6, std430) restrict readonly buffer Probes {
vec4 data[];
}
probe_positions;
layout(set = 0, binding = 7) uniform utexture3D grid;
layout(set = 0, binding = 8) uniform texture2DArray albedo_tex;
layout(set = 0, binding = 9) uniform texture2DArray emission_tex;
layout(set = 0, binding = 10) uniform sampler linear_sampler;
// Fragment action constants
const uint FA_NONE = 0;
const uint FA_SMOOTHEN_POSITION = 1;