float diffuseFGD;
// Area lights (17 VGPRs)
// TODO: 'orthoBasisViewNormal' is just a rotation around the normal and should thus be just 1x VGPR.
float3x3 orthoBasisViewNormal; // Right-handed view-dependent orthogonal basis around the normal (6x VGPRs)
float3x3 ltcTransformDiffuse; // Inverse transformation for Lambertian or Disney Diffuse (4x VGPRs)
float3x3 ltcTransformSpecular; // Inverse transformation for GGX (4x VGPRs)