bitangent | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
clipPosition | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | |
colour | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
computeTangentSpace(PipelineFlags const &flags, sdw::Vec3 const &cameraPosition, Position3T const &worldPos, Normal3T const &nml, Normal4T const &tan) | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
computeTangentSpace(PipelineFlags const &flags, sdw::Vec3 const &cameraPosition, Position3T const &worldPos, sdw::Mat3 const &mtx, Normal3T const &nml, Normal4T const &tan) | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
computeTangentSpace(PipelineFlags const &flags, sdw::Vec3 const &cameraPosition, Position3T const &worldPos, sdw::Mat3 const &mtx, Normal3T const &nml, Normal4T const &tan, Normal3T const &bin) | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
computeTangentSpace(PipelineFlags const &flags, sdw::Vec3 const &cameraPosition, Position3T const &worldPos, Normal3T const &nml, Normal4T const &tan, Normal3T const &bin) | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
computeVelocity(CameraData const &cameraData, Position4T &curPos, Position4T &prvPos) | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
curPosition | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
fillInit(sdw::expr::ExprList &init, sdw::Vec3 clip, Position4T view, Position4T world, Normal3T normal) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | protectedstatic |
fillInit(sdw::expr::ExprList &init, PipelineFlags const &flags, sdw::Vec3 clip, Position4T view, Position4T world, Normal3T normal) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | protectedstatic |
fillIOType(sdw::type::IOStruct &type, SubmeshShaders const &submeshShaders, PassShaders const &passShaders, PipelineFlags const &flags, uint32_t &index) | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | protectedstatic |
SurfaceBaseT< Position3T, Position4T, Normal3T >::fillIOType(sdw::type::IOStruct &type, PipelineFlags const &flags, uint32_t &index) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | protectedstatic |
fillType(sdw::type::BaseStruct &type, SubmeshShaders const &submeshShaders, PassShaders const &passShaders, PipelineFlags const &flags) | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | protectedstatic |
fillType(sdw::type::BaseStruct &type, SubmeshShaders const &submeshShaders) | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | protectedstatic |
SurfaceBaseT< Position3T, Position4T, Normal3T >::fillType(sdw::type::BaseStruct &type) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | protectedstatic |
SurfaceBaseT< Position3T, Position4T, Normal3T >::fillType(sdw::type::BaseStruct &type, PipelineFlags const &flags) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | protectedstatic |
getVelocity() const | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
makeNormal(sdw::Vec3 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
makeNormal(sdw::Vec3 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
makeNormal(sdw::Float const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
makePosition3(sdw::Vec3 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
makePosition3(sdw::Vec3 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
makePosition3(sdw::Float const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
makePosition4(sdw::Vec4 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
makePosition4(sdw::Vec4 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
makePosition4(sdw::Vec3 const &rgb, sdw::Float const &a) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
makePosition4(DerivVec3 const &rgb, DerivFloat const &a) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
makePosition4(sdw::Vec3 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
makePosition4(DerivVec3 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
makePosition4(sdw::Float const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | inlineprotectedstatic |
meshletId | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
nodeId | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
normal | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | |
passMultipliers | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
prvPosition | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
RasterizerSurfaceBaseT(sdw::ShaderWriter &writer, sdw::expr::ExprPtr expr, bool enabled) | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
SurfaceBaseT(sdw::ShaderWriter &writer, sdw::expr::ExprPtr expr, bool enabled) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | |
tangent | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
tangentSpaceFragPosition | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
tangentSpaceViewPosition | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
vertexId | castor3d::shader::RasterizerSurfaceBaseT< Position3T, Position4T, Normal3T, Normal4T > | |
viewPosition | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | |
worldPosition | castor3d::shader::SurfaceBaseT< Position3T, Position4T, Normal3T > | |