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