layout(std430, binding = 4) buffer SSBO1 { mat4 customShadowMatrixSSBO; // 64 bytes #ifdef PHOTONICS mat4 customShadowMatrixInverseSSBO; #endif vec3 customMoonVecSSBO; // 12 bytes vec3 customMoonVec2SSBO; // 12 bytes mat4 customShadowPerspectiveSSBO; // 64 bytes vec3 customSunVecSSBO; // 12 bytes #if IRIS_VERSION < 11004 bool onWaterSurface; // 1 byte bool inBoatCurrentFrame; // 1 byte bool inBoatLastFrame; // 1 byte bool inShipCurrentFrame; // 1 byte bool inShipLastFrame; // 1 byte #endif float waterRoundSize; float lastFrameTimeCount; // 4 bytes vec3 previousCameraPositionWave; // 12 bytes vec3 previousCameraPositionWave2; // 12 bytes bool noSimOngoing; // 1 byte bool noSimOngoingCheck; // 1 byte ivec2 water_move_compensationSSBO; // 8 bytes vec2 water_move_compensation_counter_SSBO; // 8 bytes vec2 SC_smallCumulus; vec2 SC_largeCumulus; vec2 SC_altostratus; vec2 SC_cirrus; vec2 SC_fog; vec3 sunColorSSBO; vec3 moonColorSSBO; vec3 lightSourceColorSSBO; vec3 averageSkyColSSBO; vec3 averageSkyCol_CloudsSSBO; vec3 skyGroundColSSBO; vec3 albedoSmoothSSBO; float avgBrightnessSSBO; float avgL2SSBO; float exposureSSBO; vec2 rodExposureDepthSSBO; };