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common.h
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#define VERTEX_POS 0
#define VERTEX_NORMAL 1
#define VERTEX_COLOR 2
#define UBO_SCENE 0
#define AO_RANDOMTEX_SIZE 4
#ifdef __cplusplus
namespace ssao
{
using namespace glm;
#endif
struct SceneData {
mat4 viewProjMatrix;
mat4 viewMatrix;
mat4 viewMatrixIT;
uvec2 viewport;
uvec2 _pad;
};
struct HBAOData {
float RadiusToScreen; // radius
float R2; // 1/radius
float NegInvR2; // radius * radius
float NDotVBias;
vec2 InvFullResolution;
vec2 InvQuarterResolution;
float AOMultiplier;
float PowExponent;
vec2 _pad0;
vec4 projInfo;
vec2 projScale;
int projOrtho;
int _pad1;
vec4 float2Offsets[AO_RANDOMTEX_SIZE*AO_RANDOMTEX_SIZE];
vec4 jitters[AO_RANDOMTEX_SIZE*AO_RANDOMTEX_SIZE];
};
#ifdef __cplusplus
}
#endif