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lighting_pass_single_component.h
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#pragma once
#include <bgfx/bgfx.h>
namespace hg {
/** `LightingPassSingleComponent` contains lighting pass shaders, textures and uniforms. */
struct LightingPassSingleComponent final {
bgfx::FrameBufferHandle buffer = BGFX_INVALID_HANDLE;
bgfx::ProgramHandle lighting_pass_program = BGFX_INVALID_HANDLE;
bgfx::TextureHandle color_texture = BGFX_INVALID_HANDLE;
bgfx::UniformHandle color_roughness_uniform = BGFX_INVALID_HANDLE;
bgfx::UniformHandle depth_uniform = BGFX_INVALID_HANDLE;
bgfx::UniformHandle light_color_uniform = BGFX_INVALID_HANDLE;
bgfx::UniformHandle light_position_uniform = BGFX_INVALID_HANDLE;
bgfx::UniformHandle normal_metal_ao_uniform = BGFX_INVALID_HANDLE;
bgfx::UniformHandle texture_uniform = BGFX_INVALID_HANDLE;
bgfx::UniformHandle skybox_mip_prefilter_max_uniform = BGFX_INVALID_HANDLE;
bgfx::UniformHandle skybox_texture_irradiance_uniform = BGFX_INVALID_HANDLE;
bgfx::UniformHandle skybox_texture_lut_uniform = BGFX_INVALID_HANDLE;
bgfx::UniformHandle skybox_texture_prefilter_uniform = BGFX_INVALID_HANDLE;
};
} // namespace hg