#ifndef ACDREAM_DIRECTIONAL_SHADOW_COMMON_GLSL #define ACDREAM_DIRECTIONAL_SHADOW_COMMON_GLSL // Render-pack shader ABI v1, set 3/binding 6. This is the byte-level SSOT for // DirectionalShadowUniforms (std140, 336 bytes). layout(std140, ACDREAM_PACK_UBO_SET binding = 6) uniform DirectionalShadow { mat4 uShadowWorldToClip[4]; // 0, 64, 128, 192 vec4 uShadowSplitFarMeters; // 256 vec4 uShadowControl; // 272: strength, softness, reach m, blend m vec4 uShadowBiasMeters; // 288: constant, slope, normal, caster pad uvec4 uShadowTextureAndFlags; // 304: set2 slot, count, resolution, flags vec4 uShadowLightDirectionAndSource; // 320: surface-to-light xyz, source kind }; #endif