Danbias/Code/OysterGraphics/Shader/Passes/Light/Defines.hlsli

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#ifndef DEFINES
#define DEFINES
struct PointLight
{
float3 Pos;
float Radius;
float3 Color;
float Bright;
};
struct DiffSpec
{
float3 Diffuse;
float3 Specular;
};
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cbuffer LightConstants : register(b0)
{
float4x4 InvProj;
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float4x4 Proj;
float2 Pixels;
int Lights;
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float SSAORadius;
float4x4 View;
}
struct FrustrumPoints
{
float3 v0;
float3 v1;
float3 v2;
float3 v3;
float3 v4;
float3 v5;
};
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Texture2D DiffuseGlow : register(t0);
Texture2D NormalSpec : register(t1);
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Texture2D GUI : register(t2);
Texture2D DepthTexture : register(t3);
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StructuredBuffer<PointLight> Points : register(t4);
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Texture1D SSAOKernel : register(t5);
Texture2D SSAORand : register(t6);
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RWTexture2D<float4> Diffuse : register(u0);
RWTexture2D<float4> Specular : register(u1);
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RWTexture2D<float4> Ambient : register(u2);
#endif