Files

75 lines
1.3 KiB
GLSL

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;
};