// // This file was automatically generated from Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs. Please don't edit by hand. // // // LightDefinitions: static fields // #define MAX_NR_LIGHTS_PER_CAMERA (1024) #define VIEWPORT_SCALE_Z (1) #define IS_CIRCULAR_SPOT_SHAPE (1) #define HAS_COOKIE_TEXTURE (2) #define IS_BOX_PROJECTED (4) #define HAS_SHADOW (8) #define MAX_TYPES (3) #define SPOT_LIGHT (0) #define SPHERE_LIGHT (1) #define BOX_LIGHT (2) #define DIRECTIONAL_LIGHT (3) #define NR_LIGHT_MODELS (2) #define DIRECT_LIGHT (0) #define REFLECTION_LIGHT (1) // Generated from SFiniteLightData // PackingRules = Exact struct SFiniteLightData { float fPenumbra; int flags; uint uLightType; uint uLightModel; float3 vLpos; float fLightIntensity; float3 vLaxisX; float fRecipRange; float3 vLaxisY; float fSphRadiusSq; float3 vLaxisZ; float cotan; float3 vCol; int iSliceIndex; float3 vBoxInnerDist; float fDecodeExp; float3 vBoxInvRange; uint uShadowLightIndex; float3 vLocalCubeCapturePoint; float fProbeBlendDistance; }; // Generated from SFiniteLightBound // PackingRules = Exact struct SFiniteLightBound { float3 vBoxAxisX; float3 vBoxAxisY; float3 vBoxAxisZ; float3 vCen; float2 vScaleXY; float fRadius; }; // Generated from DirectionalLight // PackingRules = Exact struct DirectionalLight { float3 vCol; float fLightIntensity; float3 vLaxisX; uint uShadowLightIndex; float3 vLaxisY; float fPad0; float3 vLaxisZ; float fPad1; }; // // Accessors for SFiniteLightData // float GetFPenumbra(SFiniteLightData value) { return value.fPenumbra; } int GetFlags(SFiniteLightData value) { return value.flags; } uint GetULightType(SFiniteLightData value) { return value.uLightType; } uint GetULightModel(SFiniteLightData value) { return value.uLightModel; } float3 GetVLpos(SFiniteLightData value) { return value.vLpos; } float GetFLightIntensity(SFiniteLightData value) { return value.fLightIntensity; } float3 GetVLaxisX(SFiniteLightData value) { return value.vLaxisX; } float GetFRecipRange(SFiniteLightData value) { return value.fRecipRange; } float3 GetVLaxisY(SFiniteLightData value) { return value.vLaxisY; } float GetFSphRadiusSq(SFiniteLightData value) { return value.fSphRadiusSq; } float3 GetVLaxisZ(SFiniteLightData value) { return value.vLaxisZ; } float GetCotan(SFiniteLightData value) { return value.cotan; } float3 GetVCol(SFiniteLightData value) { return value.vCol; } int GetISliceIndex(SFiniteLightData value) { return value.iSliceIndex; } float3 GetVBoxInnerDist(SFiniteLightData value) { return value.vBoxInnerDist; } float GetFDecodeExp(SFiniteLightData value) { return value.fDecodeExp; } float3 GetVBoxInvRange(SFiniteLightData value) { return value.vBoxInvRange; } uint GetUShadowLightIndex(SFiniteLightData value) { return value.uShadowLightIndex; } float3 GetVLocalCubeCapturePoint(SFiniteLightData value) { return value.vLocalCubeCapturePoint; } float GetFProbeBlendDistance(SFiniteLightData value) { return value.fProbeBlendDistance; } // // Accessors for SFiniteLightBound // float3 GetVBoxAxisX(SFiniteLightBound value) { return value.vBoxAxisX; } float3 GetVBoxAxisY(SFiniteLightBound value) { return value.vBoxAxisY; } float3 GetVBoxAxisZ(SFiniteLightBound value) { return value.vBoxAxisZ; } float3 GetVCen(SFiniteLightBound value) { return value.vCen; } float2 GetVScaleXY(SFiniteLightBound value) { return value.vScaleXY; } float GetFRadius(SFiniteLightBound value) { return value.fRadius; } // // Accessors for DirectionalLight // float3 GetVCol(DirectionalLight value) { return value.vCol; } float GetFLightIntensity(DirectionalLight value) { return value.fLightIntensity; } float3 GetVLaxisX(DirectionalLight value) { return value.vLaxisX; } uint GetUShadowLightIndex(DirectionalLight value) { return value.uShadowLightIndex; } float3 GetVLaxisY(DirectionalLight value) { return value.vLaxisY; } float GetFPad0(DirectionalLight value) { return value.fPad0; } float3 GetVLaxisZ(DirectionalLight value) { return value.vLaxisZ; } float GetFPad1(DirectionalLight value) { return value.fPad1; }