Starting to refactor into mesh shading

This commit is contained in:
Dynamitos
2023-10-07 19:29:53 +02:00
parent fcc4fc12d4
commit 1b6e1a8453
42 changed files with 488 additions and 1577 deletions
+18 -8
View File
@@ -61,11 +61,21 @@ struct PointLight : ILightEnv
}
};
layout(set = INDEX_LIGHT_ENV, binding = 0, std430)
ShaderBuffer<DirectionalLight> directionalLights;
layout(set = INDEX_LIGHT_ENV, binding = 1, std430)
ConstantBuffer<uint> numDirectionalLights;
layout(set = INDEX_LIGHT_ENV, binding = 2, std430)
ShaderBuffer<PointLight> pointLights;
layout(set = INDEX_LIGHT_ENV, binding = 3, std430)
ConstantBuffer<uint> numPointLights;
struct LightEnv
{
StructuredBuffer<DirectionalLight> directionalLights;
uint numDirectionalLights;
StructureBuffer<PointLight> pointLights;
uint numPointLights;
};
ParameterBlock<LightEnv> gLightEnv;
//layout(set = INDEX_LIGHT_ENV, binding = 0, std430)
//ShaderBuffer<DirectionalLight> directionalLights;
//layout(set = INDEX_LIGHT_ENV, binding = 1, std430)
//ConstantBuffer<uint> numDirectionalLights;
//layout(set = INDEX_LIGHT_ENV, binding = 2, std430)
//ShaderBuffer<PointLight> pointLights;
//layout(set = INDEX_LIGHT_ENV, binding = 3, std430)
//ConstantBuffer<uint> numPointLights;