Avoid alignment issue if it ever went to cbuffer
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@@ -73,8 +73,7 @@ partial ShaderResourceGroup ViewSrg
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float m_invAttenuationRadiusSquared; // For a radius at which this light no longer has an effect, 1 / radius^2.
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float3 m_rgbIntensityCandelas;
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float m_bulbRadius;
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uint m_shadowIndices[3];
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uint m_padding;
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uint4 m_shadowIndices;
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};
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StructuredBuffer<PointLight> m_pointLights;
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@@ -63,8 +63,7 @@ partial ShaderResourceGroup RayTracingSceneSrg
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float m_invAttenuationRadiusSquared;
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float3 m_rgbIntensity;
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float m_bulbRadius;
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uint m_shadowIndices[3];
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uint m_padding;
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uint4 m_shadowIndices;
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};
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StructuredBuffer<PointLight> m_pointLights;
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@@ -59,8 +59,7 @@ ShaderResourceGroup PassSrg : SRG_PerPass
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float m_invAttenuationRadiusSquared; // For a radius at which this light no longer has an effect, 1 / radius^2.
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float3 m_rgbIntensityCandelas;
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float m_bulbRadius;
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uint m_shadowIndices[3];
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uint m_padding;
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uint4 m_shadowIndices;
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};
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struct DiskLight
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