struct GBufferOut
{
half4 diffuse : SV_Target0; // rgb: diffuse, a: occlusion
half4 specular : SV_Target1; // rgb: specular, a: smoothness
half4 normal : SV_Target2; // rgb: normal, a: unused
half4 emission : SV_Target3; // rgb: emission, a: unused
#ifndef DO_NOT_OUTPUT_DEPTH
float depth : SV_Depth;
#endif
};
struct RaymarchInfo
{
// Input
float3 startPos;
float3 rayDir;
float3 polyNormal;
float minDistance;
float maxDistance;
int maxLoop;
int loop;
// Output
float3 endPos;
float lastDistance;
float totalLength;
float depth;
float3 normal;
};
Last active
November 3, 2018 06:35
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uRaymarching
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