vkdoom_m/wadsrc/static/shaders/scene/binding_fixed.glsl
2025-01-20 16:45:08 +01:00

31 lines
1.1 KiB
GLSL

#include <shaders/binding_struct_definitions.glsl>
layout(set = 0, binding = 0) uniform sampler2D ShadowMap;
layout(set = 0, binding = 1) uniform sampler2DArray LightMap;
layout(set = 0, binding = 2) uniform sampler2D LinearDepth;
layout(set = 0, binding = 3) uniform samplerCubeArray IrradianceMap;
layout(set = 0, binding = 4) uniform samplerCubeArray PrefilterMap;
#if defined(SUPPORTS_RAYQUERY)
layout(set = 0, binding = 5) uniform accelerationStructureEXT acc;
#else
layout(set = 0, binding = 5, std430) buffer readonly NodeBuffer
{
int nodesRoot;
int nodebufferPadding1;
int nodebufferPadding2;
int nodebufferPadding3;
CollisionNode nodes[];
};
#endif
layout(set = 0, binding = 6, std430) buffer readonly VertexBuffer { SurfaceVertex vertices[]; };
layout(set = 0, binding = 7, std430) buffer readonly ElementBuffer { int elements[]; };
layout(set = 0, binding = 8, std430) buffer readonly SurfaceIndexBuffer { uint surfaceIndices[]; };
layout(set = 0, binding = 9, std430) buffer readonly SurfaceBuffer { SurfaceInfo surfaces[]; };
layout(set = 0, binding = 10, std430) buffer readonly PortalBuffer { PortalInfo portals[]; };