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support rain shader in experimental
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@@ -29,6 +29,10 @@ struct GbufferBlitPass : public FullScreenPass, public MaResourceRegistry {
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float m_altitude;
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glm::vec3 m_light_color;
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float m_time;
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glm::vec4 m_rain_params;
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glm::vec4 m_wiper_pos;
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glm::vec4 m_wiper_timer_out;
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glm::vec4 m_wiper_timer_return;
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};
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nvrhi::BindingLayoutHandle m_binding_layout;
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