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#define GROUP_SIZE_1D 16 |
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#define GROUP_SIZE_2D (GROUP_SIZE_1D * GROUP_SIZE_1D) |
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#if (SHADEROPTIONS_VOLUMETRIC_LIGHTING_PRESET != 0) // Switch between the full and the empty shader |
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//-------------------------------------------------------------------------------------------------- |
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// Included headers |
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//-------------------------------------------------------------------------------------------------- |
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FillVolumetricLightingBuffer(context, featureFlags, posInput, ray); |
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} |
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#else |
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[numthreads(GROUP_SIZE_2D, 1, 1)] |
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void VolumetricLighting(uint2 groupId : SV_GroupID, |
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uint groupThreadId : SV_GroupThreadID) |
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{ |
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// Reduce compile times if the feature is disabled. |
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} |
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#endif // SHADEROPTIONS_VOLUMETRIC_LIGHTING_PRESET |