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LightingCb.h
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/*
* Copyright (c) 2025, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#ifndef LIGHTING_CB_H
#define LIGHTING_CB_H
#include <donut/shaders/light_cb.h>
#include <donut/shaders/view_cb.h>
// Does not affect local lights shading
#define ENABLE_SPECULAR_LOBE 1
#if ENABLE_NRC
#define NRC_RW_STRUCTURED_BUFFER(T) RWStructuredBuffer<T>
#include "NRCStructures.h"
#endif // ENABLE_NRC
#define MAX_LIGHTS 8
struct LightingConstants
{
float4 skyColor;
int lightCount;
int sharcAccumulationFrameNum;
int sharcStaleFrameNum;
int sharcEnableAntifirefly;
int sharcEntriesNum;
int sharcDownscaleFactor;
float sharcSceneScale;
float sharcRoughnessThreshold;
float4 sharcCameraPosition;
float4 sharcCameraPositionPrev;
PlanarViewConstants view;
PlanarViewConstants viewPrev;
PlanarViewConstants updatePassView;
LightConstants sunLight;
LightConstants headLight;
LightConstants lights[MAX_LIGHTS];
#if ENABLE_NRC
NrcConstants nrcConstants;
#endif // ENABLE_NRC
};
#endif // LIGHTING_CB_H