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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef GEOMETRYUTILS_CS_HLSL
#define GEOMETRYUTILS_CS_HLSL
// Generated from UnityEngine.Rendering.HighDefinition.FrustumGPU
// PackingRules = Exact
struct FrustumGPU
{
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 UnityEngine.Rendering.HighDefinition.OrientedBBox
// PackingRules = Exact
struct OrientedBBox
{
float3 right;
float extentX;
float3 up;
float extentY;
float3 center;
float extentZ;
};
//
// Accessors for UnityEngine.Rendering.HighDefinition.OrientedBBox
//
float3 GetRight(OrientedBBox value)
{
return value.right;
}
float GetExtentX(OrientedBBox value)
{
return value.extentX;
}
float3 GetUp(OrientedBBox value)
{
return value.up;
}
float GetExtentY(OrientedBBox value)
{
return value.extentY;
}
float3 GetCenter(OrientedBBox value)
{
return value.center;
}
float GetExtentZ(OrientedBBox value)
{
return value.extentZ;
}
#endif