#include "OysterMath.h" #pragma once namespace Oyster { namespace Graphics { namespace Definitions { struct ObjVertex { Oyster::Math::Float3 pos; Oyster::Math::Float2 uv; Oyster::Math::Float3 normal; }; struct PerModel { Math::Matrix WV; Math::Matrix WVP; int Animated; Math::Float3 Pad; }; struct FinalVertex { Oyster::Math::Float3 pos; Oyster::Math::Float2 uv; Oyster::Math::Float3 normal; Oyster::Math::Float4 boneIndex; Oyster::Math::Float4 boneWeights; }; struct LightConstants { Math::Float4x4 InvProj; Math::Float4x4 Proj; Math::Float2 Pixels; int Lights; float SSAORadius; Oyster::Math::Float4x4 View; }; struct Pointlight { Math::Float3 Pos; float Radius; Math::Float3 Color; float Bright; }; struct AnimationData { Math::Float4x4 AnimatedData[100]; }; struct GuiData { Math::Matrix Translation; }; struct PostData { float Amb; Math::Float3 Tint; Math::Float3 GlowTint; float PAD; }; struct Text2D { float pos; int offset; float coff; }; struct BlurrData { unsigned int StartX; unsigned int StartY; unsigned int StopX; unsigned int StopY; Math::Float4 BlurMask; }; struct TintData { Math::Float3 Tint; Math::Float PAD; Math::Float3 GlowTint; Math::Float PAD2; }; } } }