module Render.DescSets.Set0.Code
( set0binding0
, set0binding1
, set0binding2
, set0binding3
, set0binding4
, set0binding5
, set0binding5color
, set0binding6
) where
import Render.Code (Code(..), trimming)
set0binding0 :: Code
set0binding0 :: Code
set0binding0 = Text -> Code
Code
[trimming|
layout(set=0, binding=0, std140) uniform Globals {
mat4 projection;
mat4 invProjection;
mat4 view;
mat4 invView;
vec4 viewPosition;
vec4 viewDirection;
vec4 tweaks;
vec4 fog;
int envCubeId;
uint numLights;
} scene;
|]
set0binding1 :: Code
set0binding1 :: Code
set0binding1 = Text -> Code
Code
[trimming|
layout(set=0, binding=1) uniform sampler samplers[];
|]
set0binding2 :: Code
set0binding2 :: Code
set0binding2 = Text -> Code
Code
[trimming|
layout(set=0, binding=2) uniform texture2D textures[];
|]
set0binding3 :: Code
set0binding3 :: Code
set0binding3 = Text -> Code
Code
[trimming|
layout(set=0, binding=3) uniform textureCube cubes[];
|]
set0binding4 :: Code
set0binding4 :: Code
set0binding4 = Text -> Code
Code
[trimming|
layout(set=0, binding=4, std140) uniform Lights {
Light lights[MAX_LIGHTS];
};
|]
set0binding5 :: Code
set0binding5 :: Code
set0binding5 = Text -> Code
Code
[trimming|
layout(set=0, binding=5) uniform sampler2DArrayShadow shadowmaps;
|]
set0binding5color :: Code
set0binding5color :: Code
set0binding5color = Text -> Code
Code
[trimming|
layout(set=0, binding=5) uniform sampler2DArray shadowmaps;
|]
set0binding6 :: Code
set0binding6 :: Code
set0binding6 = Text -> Code
Code
[trimming|
layout(set=0, binding=6, std140) uniform Materials {
Material materials[MAX_MATERIALS];
};
|]