28 lines
946 B
GLSL
28 lines
946 B
GLSL
#include <shaders/binding_struct_definitions.glsl>
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layout(set = 0, binding = 0) uniform sampler2D ShadowMap;
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layout(set = 0, binding = 1) uniform sampler2D LinearDepth;
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#if defined(SUPPORTS_RAYQUERY)
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layout(set = 0, binding = 2) uniform accelerationStructureEXT acc;
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#else
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layout(set = 0, binding = 2, std430) buffer readonly NodeBuffer
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{
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int nodesRoot;
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int nodebufferPadding1;
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int nodebufferPadding2;
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int nodebufferPadding3;
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CollisionNode nodes[];
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};
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#endif
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layout(set = 0, binding = 3, std430) buffer readonly VertexBuffer { SurfaceVertex vertices[]; };
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layout(set = 0, binding = 4, std430) buffer readonly ElementBuffer { int elements[]; };
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layout(set = 0, binding = 5, std430) buffer readonly SurfaceIndexBuffer { uint surfaceIndices[]; };
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layout(set = 0, binding = 6, std430) buffer readonly SurfaceBuffer { SurfaceInfo surfaces[]; };
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layout(set = 0, binding = 7, std430) buffer readonly PortalBuffer { PortalInfo portals[]; };
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