1 /* 2 * Copyright (c) 2022 Huawei Device Co., Ltd. 3 * Licensed under the Apache License, Version 2.0 (the "License"); 4 * you may not use this file except in compliance with the License. 5 * You may obtain a copy of the License at 6 * 7 * http://www.apache.org/licenses/LICENSE-2.0 8 * 9 * Unless required by applicable law or agreed to in writing, software 10 * distributed under the License is distributed on an "AS IS" BASIS, 11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 * See the License for the specific language governing permissions and 13 * limitations under the License. 14 */ 15 16 #ifndef SHADERS_COMMON_3D_DEFAULT_MATERIAL_ENV_FRAGMENT_LAYOUT_COMMON_H 17 #define SHADERS_COMMON_3D_DEFAULT_MATERIAL_ENV_FRAGMENT_LAYOUT_COMMON_H 18 19 // disable set 1 and 2 20 #define CORE3D_ENVIRONMENT_FRAG_LAYOUT 21 #include "3d/shaders/common/3d_dm_frag_layout_common.h" 22 #include "3d/shaders/common/3d_dm_structures_common.h" 23 #include "render/shaders/common/render_compatibility_common.h" 24 #include "render/shaders/common/render_post_process_structs_common.h" 25 26 #ifdef VULKAN 27 28 // sets 29 30 // initial sets from default material 31 32 layout(set = 0, binding = 2, std140) uniform uEnvironmentStructDataArray 33 { 34 DefaultMaterialEnvironmentStruct uEnvironmentDataArray[CORE_DEFAULT_MATERIAL_MAX_ENVIRONMENT_COUNT]; 35 }; 36 37 layout(set = 3, binding = 0) uniform sampler2D uImgSampler; 38 layout(set = 3, binding = 1) uniform samplerCube uImgCubeSampler; 39 layout(set = 3, binding = 2) uniform samplerCube uImgCubeSamplerBlender; 40 41 layout(constant_id = CORE_DM_CONSTANT_ID_ENV_TYPE) const uint CORE_DEFAULT_ENV_TYPE = 0; 42 43 #else 44 45 #endif 46 47 #endif // SHADERS_COMMON_3D_DEFAULT_MATERIAL_ENV_FRAGMENT_LAYOUT_COMMON_H 48