#ifndef __SHADER_DEFINES__ #define __SHADER_DEFINES__ #define MAX_SPECULAR_EXPONENT 256.0f // Struct representing the data we expect to receive from earlier pipeline stages // - Should match the output of our corresponding vertex shader struct VertexToPixel { // Data type // | // | Name Semantic // | | | // v v v float4 screenPosition : SV_POSITION; float2 uv : TEXCOORD; float3 normal : NORMAL; float3 worldPosition : POSITION; float3 tangent : TANGENT; }; // Struct representing a single vertex worth of data // - This should match Vertex.h struct VertexShaderInput { // Data type // | // | Name Semantic // | | | // v v v float3 localPosition : POSITION; float3 normal : NORMAL; float3 tangent : TANGENT; float2 uv : TEXCOORD; }; #endif