diff options
Diffstat (limited to 'Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_structs.cginc')
| -rw-r--r-- | Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_structs.cginc | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_structs.cginc b/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_structs.cginc new file mode 100644 index 0000000..164887f --- /dev/null +++ b/Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_structs.cginc @@ -0,0 +1,43 @@ +#ifndef LTCGI_STRUCTS_INCLUDED +#define LTCGI_STRUCTS_INCLUDED + +#define LTCGI_COLORMODE_STATIC 0 +#define LTCGI_COLORMODE_TEXTURE 1 +#define LTCGI_COLORMODE_SINGLEUV 2 +#define LTCGI_COLORMODE_AUDIOLINK 3 + +struct ltcgi_flags +{ + bool doublesided; // if the light is doublesided or only illuminates the front face + bool diffFromLm; // diffuse lighting intensity will not be calculated via LTC but taken directly from the lightmap + bool specular; // if the light has a specular component + bool diffuse; // if the light has a diffuse component + uint colormode; // colormode, see above + uint texindex; // index of the texture to shade with, if colormode == LTCGI_COLORMODE_TEXTURE + uint lmch, lmidx; // lightmap channel and index + bool cylinder; // is this light a cylinder + uint alBand; // audiolink band if colormode == LTCGI_COLORMODE_AUDIOLINK + bool lmdOnly; // if this light is lightmap-diffuse _only_, that is, no LTC will be run (Lw will be all 0 in that case) - this will never be true on avatars (with LTCGI_ALWAYS_LTC_DIFFUSE) +}; + +struct ltcgi_input +{ + uint i; // light number + float3 Lw[4]; // world space area light vertices, Lw[1] == Lw[3] for triangle lights, shifted by input worldPos (i.e. world space position as seen from (0, 0, 0)) + bool isTri; // if this is a triangle light, quad if false + float4 uvStart; // defines the UV layout of the area (xy = top-left, zw=top-right) + float4 uvEnd; // defines the UV layout of the area (xy = bottom-left, zw=bottom-right), different use for cylinders + float3 rawColor; // the raw light color, unaffected by any colormode calculations (i.e. exactly what's given as "color" in editor) + float3 screenNormal; // world space normal direction of area light + ltcgi_flags flags; // flags, see above +}; + +struct ltcgi_output +{ + ltcgi_input input; // input data that resulted in this output + + float intensity; // intensity output by LTC calculation + float3 color; // color output by LTCGI colormode calculation +}; + +#endif
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