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#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
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;
vec4 atlas_rect; // rect in the shadow atlas
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;
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;
vec4 shadow_z_range;
vec4 shadow_range_begin;
vec4 shadow_split_offsets;
mat4 shadow_matrix1;
mat4 shadow_matrix2;
mat4 shadow_matrix3;
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;
};
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