// glsl / C++ compatible source as interface for Shadows #ifdef __cplusplus # define MAT4 glm::mat4 #else # define MAT4 mat4 #endif #define SHADOW_CASCADE_MAX_COUNT 4 struct ShadowTransform { MAT4 reprojection; float fixedBias; float slopeBias; float _padding1; float _padding2; }; struct ShadowParameters { ShadowTransform cascades[SHADOW_CASCADE_MAX_COUNT]; int cascadeCount; float invMapSize; float invCascadeBlendWidth; float maxDistance; float invFalloffDistance; }; // <@if 1@> // Trigger Scribe include // <@endif@> //