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// Copyright (c) 2020-2021, NVIDIA CORPORATION. All rights reserved.
//
// NVIDIA CORPORATION and its licensors retain all intellectual property
// and proprietary rights in and to this software, related documentation
// and any modifications thereto. Any use, reproduction, disclosure or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA CORPORATION is strictly prohibited.

#pragma once

#include "common.h"

struct LambertKernelParams
{
    Tensor  nrm;
    Tensor  wi;
    Tensor  out;
    dim3    gridSize;
};

struct FresnelShlickKernelParams
{
    Tensor  f0;
    Tensor  f90;
    Tensor  cosTheta;
    Tensor  out;
    dim3    gridSize;
};

struct NdfGGXParams
{
    Tensor  alphaSqr;
    Tensor  cosTheta;
    Tensor  out;
    dim3    gridSize;
};

struct MaskingSmithParams
{
    Tensor  alphaSqr;
    Tensor  cosThetaI;
    Tensor  cosThetaO;
    Tensor  out;
    dim3    gridSize;
};

struct PbrSpecular
{
    Tensor  col;
    Tensor  nrm;
    Tensor  wo;
    Tensor  wi;
    Tensor  alpha;
    Tensor  out;
    dim3    gridSize;
    float   min_roughness;
};

struct PbrBSDF
{
    Tensor  kd;
    Tensor  arm;
    Tensor  pos;
    Tensor  nrm;
    Tensor  view_pos;
    Tensor  light_pos;
    Tensor  out;
    dim3    gridSize;
    float   min_roughness;
};