cnq3/code/renderer/shaders/crp/raytracing.h.hlsli
myT a76dba5cfb raytracing soft shadows, normal smoothing, G-buffer viz
- brightness-corrected ImGUI drawing
- upgraded shader code to HLSL 2021
- vertex normals drawing
2024-02-06 23:15:31 +01:00

58 lines
1.4 KiB
HLSL

/*
===========================================================================
Copyright (C) 2024 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// raytracing structures shared with C++ code
#pragma once
#include "typedefs.h.hlsli"
#if defined(__cplusplus)
# pragma pack(push, 4)
#endif
struct BLASVertex
{
float2 texCoords;
color4ub color;
};
struct BLASMesh
{
uint firstVertex;
uint firstIndex;
uint textureIndex;
uint samplerIndex;
uint alphaTestMode;
uint blendBits;
};
struct TLASInstance
{
uint vertexBufferIndex;
uint indexBufferIndex;
uint meshBufferIndex;
uint cullMode;
};
#if defined(__cplusplus)
# pragma pack(pop)
#endif