layout(set = 1, binding = 0) uniform RaytracingPerFrameData {
// Takes an NDC position and transforms it *back* to world space
mat4 inverse_vp_matrix;
mat4 forward_vp_matrix;
// Player position
// in unit of chunks
ivec3 coarse_pos;
// in unit of chunks
vec3 fine_pos;
// Will be re-enabled once we have sky
vec3 sun_direction;
// Used for dither, only during development
float supersampling;
// length of RaytraceControl
uint max_cube_info_idx;
vec3 global_brightness_color;
uint render_distance;
uint initial_block_id;
};