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#ifndef FPTL_SHADOW_CONTEXT_HLSL
#define FPTL_SHADOW_CONTEXT_HLSL
#define SHADOWCONTEXT_MAX_TEX2DARRAY 1
#define SHADOWCONTEXT_MAX_TEXCUBEARRAY 0
#define SHADOWCONTEXT_MAX_SAMPLER 0
#define SHADOWCONTEXT_MAX_COMPSAMPLER 1
#include "CoreRP/ShaderLibrary/Shadow/Shadow.hlsl"
TEXTURE2D_ARRAY(_ShadowmapExp_PCF);
SAMPLER2D_SHADOW(sampler_ShadowmapExp_PCF);
StructuredBuffer<ShadowData> _ShadowDatasExp;
StructuredBuffer<int4> _ShadowPayloads;
ShadowContext InitShadowContext()
{
ShadowContext sc;
sc.shadowDatas = _ShadowDatasExp;
sc.payloads = _ShadowPayloads;
sc.tex2DArray[0] = _ShadowmapExp_PCF;
sc.compSamplers[0] = sampler_ShadowmapExp_PCF;
return sc;
}
#endif // FPTL_SHADOW_CONTEXT_HLSL