correct uniform buffer struct

This commit is contained in:
sphynx-skillcap
2025-06-10 23:05:12 +03:00
parent d1f634431c
commit c31f2d8b5d
@@ -9,63 +9,64 @@ layout(set = 0, binding = 1) uniform sampler2D vector_sampler;
layout(rgba32f, set = 0, binding = 2) uniform writeonly image2D vector_output;
struct SceneData {
highp mat4 projection_matrix;
highp mat4 inv_projection_matrix;
highp mat4 inv_view_matrix;
highp mat4 view_matrix;
mat4 projection_matrix;
mat4 inv_projection_matrix;
mat4 inv_view_matrix;
mat4 view_matrix;
// only used for multiview
highp mat4 projection_matrix_view[2];
highp mat4 inv_projection_matrix_view[2];
highp vec4 eye_offset[2];
mat4 projection_matrix_view[MAX_VIEWS];
mat4 inv_projection_matrix_view[MAX_VIEWS];
vec4 eye_offset[MAX_VIEWS];
// Used for billboards to cast correct shadows.
highp mat4 main_cam_inv_view_matrix;
mat4 main_cam_inv_view_matrix;
highp vec2 viewport_size;
highp vec2 screen_pixel_size;
vec2 viewport_size;
vec2 screen_pixel_size;
// Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
highp vec4 directional_penumbra_shadow_kernel[32];
highp vec4 directional_soft_shadow_kernel[32];
highp vec4 penumbra_shadow_kernel[32];
highp vec4 soft_shadow_kernel[32];
vec4 directional_penumbra_shadow_kernel[32];
vec4 directional_soft_shadow_kernel[32];
vec4 penumbra_shadow_kernel[32];
vec4 soft_shadow_kernel[32];
mediump mat3 radiance_inverse_xform;
mediump vec4 ambient_light_color_energy;
mediump float ambient_color_sky_mix;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
highp vec2 shadow_atlas_pixel_size;
highp vec2 directional_shadow_pixel_size;
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
uint directional_light_count;
mediump float dual_paraboloid_side;
highp float z_far;
highp float z_near;
float dual_paraboloid_side;
float z_far;
float z_near;
bool roughness_limiter_enabled;
mediump float roughness_limiter_amount;
mediump float roughness_limiter_limit;
mediump float opaque_prepass_threshold;
float roughness_limiter_amount;
float roughness_limiter_limit;
float opaque_prepass_threshold;
uint flags;
highp float pad;
mat3 radiance_inverse_xform;
mediump float fog_sun_scatter;
mediump float fog_aerial_perspective;
highp float time;
mediump float reflection_multiplier; // one normally, zero when rendering reflections
vec4 ambient_light_color_energy;
float ambient_color_sky_mix;
float fog_density;
float fog_height;
float fog_height_density;
float fog_depth_curve;
float fog_depth_begin;
float fog_depth_end;
float fog_sun_scatter;
vec3 fog_light_color;
float fog_aerial_perspective;
float time;
float taa_frame_count;
vec2 taa_jitter;
bool material_uv2_mode;
float emissive_exposure_normalization;
float emissive_exposure_normalization;
float IBL_exposure_normalization;
bool pancake_shadows;
uint camera_visible_layers;
float pass_alpha_multiplier;
};