
layout(set = 0, binding = 0) uniform BakeParameters {
	vec3 world_size;
	float bias;

	vec3 to_cell_offset;
	int grid_size;

	vec3 to_cell_size;
	uint light_count;

	mat3x4 env_transform;

	ivec2 atlas_size;
	float exposure_normalization;
	uint bounces;

	float bounce_indirect_energy;
	int shadowmask_light_idx;
	uint transparency_rays;
	float supersampling_factor;
}
bake_params;

struct Vertex {
	vec3 position;
	float normal_z;
	vec2 uv;
	vec2 normal_xy;
};

layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices {
	Vertex data[];
}
vertices;

#define CULL_DISABLED 0
#define CULL_FRONT 1
#define CULL_BACK 2

struct Triangle {
	uvec3 indices;
	uint slice;
	vec3 min_bounds;
	uint cull_mode;
	vec3 max_bounds;
	uint pad1;
};

struct ClusterAABB {
	vec3 min_bounds;
	uint pad0;
	vec3 max_bounds;
	uint pad1;
};

layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
	Triangle data[];
}
triangles;

layout(set = 0, binding = 3, std430) restrict readonly buffer TriangleIndices {
	uint data[];
}
triangle_indices;

#define LIGHT_TYPE_DIRECTIONAL 0
#define LIGHT_TYPE_OMNI 1
#define LIGHT_TYPE_SPOT 2
#define LIGHT_TYPE_AREA 3

struct Light {
	vec3 position;
	uint type;

	vec3 direction;
	float energy;

	vec3 color;
	float size;

	float range;
	float attenuation;
	float cos_spot_angle;
	float inv_spot_attenuation;

	float indirect_energy;
	float shadow_blur;
	bool static_bake;
	uint pad;

	vec4 area_width;
	vec4 area_height;
	vec4 area_texture_rect;
};

layout(set = 0, binding = 4, std430) restrict readonly buffer Lights {
	Light data[];
}
lights;

struct Seam {
	uvec2 a;
	uvec2 b;
};

layout(set = 0, binding = 5, std430) restrict readonly buffer Seams {
	Seam data[];
}
seams;

layout(set = 0, binding = 6, std430) restrict readonly buffer Probes {
	vec4 data[];
}
probe_positions;

layout(set = 0, binding = 7) uniform utexture3D grid;

layout(set = 0, binding = 8) uniform texture2DArray albedo_tex;
layout(set = 0, binding = 9) uniform texture2DArray emission_tex;

layout(set = 0, binding = 10) uniform sampler linear_sampler;
layout(set = 0, binding = 11) uniform sampler area_light_atlas_sampler;

layout(set = 0, binding = 12, std430) restrict readonly buffer ClusterIndices {
	uint data[];
}
cluster_indices;

layout(set = 0, binding = 13, std430) restrict readonly buffer ClusterAABBs {
	ClusterAABB data[];
}
cluster_aabbs;

// Fragment action constants
const uint FA_NONE = 0;
const uint FA_SMOOTHEN_POSITION = 1;
