// glsl / C++ compatible source as interface for Shadows#ifdef __cplusplus# define MAT4 glm::mat4#else# define MAT4 mat4#endif #define SHADOW_CASCADE_MAX_COUNT 4 struct ShadowTransform { MAT4 reprojection; float fixedBias; float slopeBias; float _padding1; float _padding2;}; struct ShadowParameters { ShadowTransform cascades[SHADOW_CASCADE_MAX_COUNT]; int cascadeCount; float invMapSize; float invCascadeBlendWidth; float maxDistance; float invFalloffDistance;}; // <@if 1@>// Trigger Scribe include // <@endif@> <!def that !> //
// glsl / C++ compatible source as interface for Shadows
#ifdef __cplusplus
# define MAT4 glm::mat4
#else
# define MAT4 mat4
#endif
#define SHADOW_CASCADE_MAX_COUNT 4
struct ShadowTransform {
MAT4 reprojection;
float fixedBias;
float slopeBias;
float _padding1;
float _padding2;
};
struct ShadowParameters {
ShadowTransform cascades[SHADOW_CASCADE_MAX_COUNT];
int cascadeCount;
float invMapSize;
float invCascadeBlendWidth;
float maxDistance;
float invFalloffDistance;
};
// <@if 1@>
// Trigger Scribe include
// <@endif@> <!def that !>
//