Improving Material shader code generation
This commit is contained in:
@@ -1,11 +1,10 @@
|
||||
import StaticMeshShaderAttributes;
|
||||
import MaterialParameter;
|
||||
import BRDF;
|
||||
import Common;
|
||||
|
||||
interface ILightEnv
|
||||
{
|
||||
float3 illuminate<B:IBRDF>(VertexShaderInput input, B brdf, float3 wo);
|
||||
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo);
|
||||
};
|
||||
|
||||
struct DirectionalLight : ILightEnv
|
||||
@@ -70,5 +69,5 @@ struct Lights
|
||||
uint numPointLights;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 1, std430)
|
||||
layout(set = 0, binding = 1)
|
||||
ConstantBuffer<Lights> gLightEnv;
|
||||
|
||||
Reference in New Issue
Block a user