#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