#define LIGHT_BAKE_DISABLED 0 #define LIGHT_BAKE_DYNAMIC 1 #define LIGHT_BAKE_STATIC 2 struct LightData { //this structure needs to be as packed as possible highp vec3 position; float inv_radius; vec3 direction; float size; vec3 color; float attenuation; float cone_attenuation; float cone_angle; float specular_amount; bool shadow_enabled; highp vec4 atlas_rect; // rect in the shadow atlas highp mat4 shadow_matrix; float shadow_bias; float shadow_normal_bias; float transmittance_bias; float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle float soft_shadow_scale; // scales the shadow kernel for blurrier shadows uint mask; float shadow_volumetric_fog_fade; uint bake_mode; highp vec4 projector_rect; //projector rect in srgb decal atlas }; #define REFLECTION_AMBIENT_DISABLED 0 #define REFLECTION_AMBIENT_ENVIRONMENT 1 #define REFLECTION_AMBIENT_COLOR 2 struct ReflectionData { vec3 box_extents; float index; vec3 box_offset; uint mask; vec3 ambient; // ambient color float intensity; bool exterior; bool box_project; uint ambient_mode; uint pad; //0-8 is intensity,8-9 is ambient, mode mat4 local_matrix; // up to here for spot and omni, rest is for directional // notes: for ambientblend, use distance to edge to blend between already existing global environment }; struct DirectionalLightData { vec3 direction; float energy; vec3 color; float size; float specular; uint mask; float softshadow_angle; float soft_shadow_scale; bool blend_splits; bool shadow_enabled; float fade_from; float fade_to; uvec2 pad; uint bake_mode; float shadow_volumetric_fog_fade; vec4 shadow_bias; vec4 shadow_normal_bias; vec4 shadow_transmittance_bias; highp vec4 shadow_z_range; highp vec4 shadow_range_begin; vec4 shadow_split_offsets; highp mat4 shadow_matrix1; highp mat4 shadow_matrix2; highp mat4 shadow_matrix3; highp mat4 shadow_matrix4; vec4 shadow_color1; vec4 shadow_color2; vec4 shadow_color3; vec4 shadow_color4; vec2 uv_scale1; vec2 uv_scale2; vec2 uv_scale3; vec2 uv_scale4; };