godot/modules/lightmapper_rd/lm_common_inc.glsl
Rémi Verschelde c74d65cec8 GLSL: Change shader type specifier from [vertex] to #[vertex]
The added `#` prevents clang-format from misinterpreting the meaning
of this statement and thus messing up the formatting of the next
lines up until the first `layout` statement.

Similarly, a semicolon is now enforced on `versions` defines to
prevent clang-format from messing up formatting and putting them
all on a single line. Note: In its current state the code will
ignore chained statements on a single line separated by a semicolon.

Also removed some extraneous lines missed in previous style changes
or added by mistake with said changes (e.g. after uniform definitions
that clang-format messes up somewhat too, but we live with it).
2020-05-18 10:58:14 +02:00

93 lines
1.6 KiB
GLSL

/* 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;
};
layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
Triangle data[];
}
triangles;
struct Box {
vec3 min_bounds;
uint pad0;
vec3 max_bounds;
uint pad1;
};
layout(set = 0, binding = 3, std430) restrict readonly buffer Boxes {
Box data[];
}
boxes;
layout(set = 0, binding = 4, 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 spot_angle;
float spot_attenuation;
bool static_bake;
uint pad[3];
};
layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
Light data[];
}
lights;
struct Seam {
uvec2 a;
uvec2 b;
};
layout(set = 0, binding = 6, std430) restrict readonly buffer Seams {
Seam data[];
}
seams;
layout(set = 0, binding = 7, std430) restrict readonly buffer Probes {
vec4 data[];
}
probe_positions;
layout(set = 0, binding = 8) uniform utexture3D grid;
layout(set = 0, binding = 9) uniform texture3D grid_sdf;
layout(set = 0, binding = 10) uniform texture2DArray albedo_tex;
layout(set = 0, binding = 11) uniform texture2DArray emission_tex;
layout(set = 0, binding = 12) uniform sampler linear_sampler;