Files
QuaternionEngine/shaders/input_structures.glsl

27 lines
743 B
GLSL

// Maximum number of shadow cascades supported in shaders
#define MAX_CASCADES 4
layout(set = 0, binding = 0) uniform SceneData{
mat4 view;
mat4 proj;
mat4 viewproj;
mat4 lightViewProj; // legacy single-shadow for fallback
vec4 ambientColor;
vec4 sunlightDirection; //w for sun power
vec4 sunlightColor;
// CSM data
mat4 lightViewProjCascades[MAX_CASCADES];
vec4 cascadeSplitsView; // positive view-space distances of far plane per cascade
} sceneData;
layout(set = 1, binding = 0) uniform GLTFMaterialData{
vec4 colorFactors;
vec4 metal_rough_factors;
} materialData;
layout(set = 1, binding = 1) uniform sampler2D colorTex;
layout(set = 1, binding = 2) uniform sampler2D metalRoughTex;