CodeWalker/CodeWalker.Shaders/Skydome.hlsli
2019-11-18 16:25:40 +01:00

46 lines
2.8 KiB
HLSL

cbuffer SkySystemLocals : register(b0)
{
float4 azimuthEastColor; // Offset: 0 Size: 12 [unused]
float4 azimuthWestColor; // Offset: 16 Size: 12 [unused]
float3 azimuthTransitionColor; // Offset: 32 Size: 12 [unused]
float azimuthTransitionPosition; // Offset: 44 Size: 4 [unused]
float4 zenithColor; // Offset: 48 Size: 12 [unused]
float4 zenithTransitionColor; // Offset: 64 Size: 12 [unused]
float4 zenithConstants; // Offset: 80 Size: 16 [unused]
float4 skyPlaneColor; // Offset: 96 Size: 16 [unused]
float4 skyPlaneParams; // Offset: 112 Size: 16 [unused]
float hdrIntensity; // Offset: 128 Size: 4 [unused]
float3 sunColor; // Offset: 132 Size: 12
float4 sunColorHdr; // Offset: 144 Size: 12
float4 sunDiscColorHdr; // Offset: 160 Size: 12 [unused]
float4 sunConstants; // Offset: 176 Size: 16
float4 sunDirection; // Offset: 192 Size: 12
float4 sunPosition; // Offset: 208 Size: 12 [unused]
float4 cloudBaseMinusMidColour; // Offset: 224 Size: 12
float4 cloudMidColour; // Offset: 240 Size: 12
float4 cloudShadowMinusBaseColourTimesShadowStrength;// Offset: 256 Size: 12
float4 cloudDetailConstants; // Offset: 272 Size: 16
float4 cloudConstants1; // Offset: 288 Size: 16
float4 cloudConstants2; // Offset: 304 Size: 16
float4 smallCloudConstants; // Offset: 320 Size: 16
float4 smallCloudColorHdr; // Offset: 336 Size: 12
float4 effectsConstants; // Offset: 352 Size: 16
float horizonLevel; // Offset: 368 Size: 4 [unused]
float3 speedConstants; // Offset: 372 Size: 12 [unused]
float starfieldIntensity; // Offset: 384 Size: 4
float3 moonDirection; // Offset: 388 Size: 12
float3 moonPosition; // Offset: 400 Size: 12 [unused]
float moonIntensity; // Offset: 412 Size: 4 [unused]
float4 lunarCycle; // Offset: 416 Size: 12
float3 moonColor; // Offset: 432 Size: 12
float noiseFrequency; // Offset: 444 Size: 4 [unused]
float noiseScale; // Offset: 448 Size: 4 [unused]
float noiseThreshold; // Offset: 452 Size: 4 [unused]
float noiseSoftness; // Offset: 456 Size: 4 [unused]
float noiseDensityOffset; // Offset: 460 Size: 4 [unused]
float4 noisePhase; // Offset: 464 Size: 8 [unused]
};