// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef GEOMETRYDATA_CS_HLSL #define GEOMETRYDATA_CS_HLSL // Generated from Misaki.AoVolume.CullingData // PackingRules = Exact struct CullingData { float fadeStart; float fadeEnd; }; // Generated from Misaki.AoVolume.GPUFrustum // PackingRules = Exact struct GPUFrustum { float3 normal0; float dist0; float3 normal1; float dist1; float3 normal2; float dist2; float3 normal3; float dist3; float3 normal4; float dist4; float3 normal5; float dist5; float4 corner0; float4 corner1; float4 corner2; float4 corner3; float4 corner4; float4 corner5; float4 corner6; float4 corner7; }; // Generated from Misaki.AoVolume.OrientedBoundingBox // PackingRules = Exact struct OrientedBoundingBox { float3 center; float3 right; float3 up; float3 extent; }; #endif