e11dd6500a
Previously the bounding boxes and triangles were maintained in two separate arrays (Vectors). As the triangle vector was sorted and the bounding-box array was not , the order of both arrays differed. This meant that the index in one was different than the other, which caused lookup issues. To prevent this, the bounding-box is now part of the triangle structure so that there is a single structure that cannot become out-of-sync anymore.
84 lines
1.4 KiB
GLSL
84 lines
1.4 KiB
GLSL
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/* SET 0, static data that does not change between any call */
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struct Vertex {
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vec3 position;
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float normal_z;
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vec2 uv;
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vec2 normal_xy;
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};
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layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices {
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Vertex data[];
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}
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vertices;
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struct Triangle {
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uvec3 indices;
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uint slice;
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vec3 min_bounds;
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uint pad0;
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vec3 max_bounds;
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uint pad1;
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};
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layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
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Triangle data[];
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}
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triangles;
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layout(set = 0, binding = 3, std430) restrict readonly buffer GridIndices {
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uint data[];
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}
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grid_indices;
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#define LIGHT_TYPE_DIRECTIONAL 0
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#define LIGHT_TYPE_OMNI 1
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#define LIGHT_TYPE_SPOT 2
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struct Light {
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vec3 position;
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uint type;
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vec3 direction;
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float energy;
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vec3 color;
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float size;
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float range;
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float attenuation;
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float cos_spot_angle;
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float inv_spot_attenuation;
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bool static_bake;
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uint pad[3];
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};
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layout(set = 0, binding = 4, std430) restrict readonly buffer Lights {
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Light data[];
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}
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lights;
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struct Seam {
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uvec2 a;
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uvec2 b;
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};
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layout(set = 0, binding = 5, std430) restrict readonly buffer Seams {
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Seam data[];
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}
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seams;
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layout(set = 0, binding = 6, std430) restrict readonly buffer Probes {
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vec4 data[];
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}
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probe_positions;
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layout(set = 0, binding = 7) uniform utexture3D grid;
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layout(set = 0, binding = 8) uniform texture2DArray albedo_tex;
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layout(set = 0, binding = 9) uniform texture2DArray emission_tex;
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layout(set = 0, binding = 10) uniform sampler linear_sampler;
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