Avoid alignment issue if it ever went to cbuffer

This commit is contained in:
Michael Riegger
2021-05-03 13:19:53 -07:00
parent cff730b4b8
commit cc15e0d489
3 changed files with 3 additions and 6 deletions
@@ -73,8 +73,7 @@ partial ShaderResourceGroup ViewSrg
float m_invAttenuationRadiusSquared; // For a radius at which this light no longer has an effect, 1 / radius^2.
float3 m_rgbIntensityCandelas;
float m_bulbRadius;
uint m_shadowIndices[3];
uint m_padding;
uint4 m_shadowIndices;
};
StructuredBuffer<PointLight> m_pointLights;
@@ -63,8 +63,7 @@ partial ShaderResourceGroup RayTracingSceneSrg
float m_invAttenuationRadiusSquared;
float3 m_rgbIntensity;
float m_bulbRadius;
uint m_shadowIndices[3];
uint m_padding;
uint4 m_shadowIndices;
};
StructuredBuffer<PointLight> m_pointLights;
@@ -59,8 +59,7 @@ ShaderResourceGroup PassSrg : SRG_PerPass
float m_invAttenuationRadiusSquared; // For a radius at which this light no longer has an effect, 1 / radius^2.
float3 m_rgbIntensityCandelas;
float m_bulbRadius;
uint m_shadowIndices[3];
uint m_padding;
uint4 m_shadowIndices;
};
struct DiskLight