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StructuredBuffer<SFiniteLightData> g_vLightData; |
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Buffer<uint> g_vLightListGlobal; |
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uniform float g_fClustScale; |
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uniform float g_fClustBase; |
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uniform float g_fNearPlane; |
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uniform float g_fFarPlane; |
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uniform int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible |
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#include "ClusteredUtils.h" |
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Buffer<uint> g_vLayeredOffsetsBuffer; |
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Buffer<float> g_logBaseBuffer; |
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uniform uint g_isLogBaseBufferEnabled; |
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uniform uint g_isOpaquesOnlyEnabled; |
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void GetCountAndStartOpaque(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model) |
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{ |
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} |
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#else |
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uniform float g_fClustScale; |
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uniform float g_fClustBase; |
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uniform float g_fNearPlane; |
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uniform float g_fFarPlane; |
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uniform int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible |
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#include "ClusteredUtils.h" |
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Buffer<uint> g_vLayeredOffsetsBuffer; |
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Buffer<float> g_logBaseBuffer; |
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uniform uint g_isLogBaseBufferEnabled; |
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uniform uint g_isOpaquesOnlyEnabled; |
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void GetCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model) |
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{ |
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