#include <GlslOutputComponents.hpp>
◆ DirectLighting() [1/2]
C3D_API castor3d::shader::DirectLighting::DirectLighting |
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sdw::ShaderWriter & | writer, |
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sdw::expr::ExprPtr | expr, |
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bool | enabled ) |
◆ DirectLighting() [2/2]
C3D_API castor3d::shader::DirectLighting::DirectLighting |
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sdw::ShaderWriter & | writer | ) |
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explicit |
◆ attenuate()
C3D_API void castor3d::shader::DirectLighting::attenuate |
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sdw::Float const | attenuation, |
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bool | withScattering, |
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bool | withDiffuse ) |
◆ operator*=()
◆ operator+=()
◆ registerDebug()
◆ coating
sdw::Vec3 castor3d::shader::DirectLighting::coating |
◆ dielectric
sdw::Vec3 castor3d::shader::DirectLighting::dielectric |
◆ diffuse
sdw::Vec3 castor3d::shader::DirectLighting::diffuse |
◆ metal
sdw::Vec3 castor3d::shader::DirectLighting::metal |
◆ scattering
sdw::Vec3 castor3d::shader::DirectLighting::scattering |
◆ sheen
sdw::Vec4 castor3d::shader::DirectLighting::sheen |
◆ specular
sdw::Vec3 castor3d::shader::DirectLighting::specular |
The documentation for this struct was generated from the following file: