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using | castor3d::shader::DerivFloat = DerivativeValueT< sdw::Float, "C3D_DerivFloat" > |
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using | castor3d::shader::DerivVec2 = DerivativeValueT< sdw::Vec2, "C3D_DerivVec2" > |
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using | castor3d::shader::DerivTex = DerivVec2 |
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using | castor3d::shader::Surface = SurfaceT< sdw::Vec3, sdw::Vec4, sdw::Vec3 > |
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using | castor3d::shader::DerivSurface = SurfaceT< DerivVec3, DerivVec4, DerivVec3 > |
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using | castor3d::shader::RasterizerSurfaceBase = RasterizerSurfaceBaseT< sdw::Vec3, sdw::Vec4, sdw::Vec3, sdw::Vec4 > |
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using | castor3d::shader::DerivRasterizerSurfaceBase = RasterizerSurfaceBaseT< DerivVec3, DerivVec4, DerivVec3, DerivVec4 > |
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template<ast::var::Flag FlagT> |
using | castor3d::shader::FragmentSurfaceT = RasterizerSurfaceT< sdw::Vec3, sdw::Vec4, sdw::Vec3, sdw::Vec4, sdw::Vec3, FlagT > |
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using | castor3d::shader::RasterizerSurface = RasterizerSurfaceT< sdw::Vec3, sdw::Vec4, sdw::Vec3, sdw::Vec4, sdw::Vec3, ast::var::Flag::eNone > |
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using | castor3d::shader::DerivFragmentSurface = RasterizerSurfaceT< sdw::Vec3, sdw::Vec4, sdw::Vec3, sdw::Vec4, DerivTex, ast::var::Flag::eNone > |
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using | castor3d::shader::AllDerivFragmentSurface = RasterizerSurfaceT< DerivVec3, DerivVec4, DerivVec3, DerivVec4, DerivTex, ast::var::Flag::eNone > |
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template<typename TexcoordT > |
using | castor3d::shader::RasterSurfaceT = RasterizerSurfaceT< sdw::Vec3, sdw::Vec4, sdw::Vec3, sdw::Vec4, TexcoordT, ast::var::Flag::eNone > |
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using | castor3d::shader::MeshVertex = MeshVertexT< sdw::var::Flag::eNone > |
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using | castor3d::shader::VoxelSurface = VoxelSurfaceT< sdw::var::Flag::eNone > |
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using | castor3d::shader::OverlaySurface = OverlaySurfaceT< sdw::var::Flag::eNone > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Colour3FT = ColourT< sdw::Vec3, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Colour4FT = ColourT< sdw::Vec4, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Position2FT = PositionT< sdw::Vec2, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Position3FT = PositionT< sdw::Vec3, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Position4FT = PositionT< sdw::Vec4, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::PosUv2FT = PosUvT< sdw::Vec2, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::PosUv3FT = PosUvT< sdw::Vec3, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::PosUv4FT = PosUvT< sdw::Vec4, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Uv2FT = UvT< sdw::Vec2, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Uv3FT = UvT< sdw::Vec3, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::TwoUv2FT = TwoUvT< sdw::Vec2, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::TwoUv3FT = TwoUvT< sdw::Vec3, FlagT > |
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template<typename BrdfCreatorT > |
using | castor3d::shader::BrdfArrayT = castor::Vector< BrdfDescT< BrdfCreatorT > > |
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using | castor3d::shader::BackgroundModelPtr = castor::RawUniquePtr< BackgroundModel > |
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using | castor3d::shader::ReflectionModelPtr = castor::RawUniquePtr< ReflectionModel > |
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using | castor3d::shader::LightingModelPtr = castor::UniquePtr < LightingModel > |
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using | castor3d::shader::ClearcoatBRDFPtr = castor::UniquePtr< ClearcoatBRDF > |
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using | castor3d::shader::DiffuseBRDFPtr = castor::UniquePtr < DiffuseBRDF > |
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using | castor3d::shader::SheenBRDFPtr = castor::UniquePtr < SheenBRDF > |
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using | castor3d::shader::SpecularBRDFPtr = castor::UniquePtr < SpecularBRDF > |
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using | castor3d::shader::ScatteringModelPtr = castor::UniquePtr < ScatteringModel > |
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using | castor3d::shader::DiffuseBrdfCreator = castor::Function< DiffuseBRDFPtr( sdw::ShaderWriter &, BRDFHelpers & ) > |
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using | castor3d::shader::SpecularBrdfCreator = castor::Function< SpecularBRDFPtr( sdw::ShaderWriter &, BRDFHelpers & ) > |
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using | castor3d::shader::SheenBrdfCreator = castor::Function< SheenBRDFPtr( sdw::ShaderWriter &, BRDFHelpers & ) > |
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using | castor3d::shader::ClearcoatBrdfCreator = castor::Function< ClearcoatBRDFPtr( sdw::ShaderWriter &, BRDFHelpers & ) > |
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using | castor3d::shader::ScatteringModelCreator = castor::Function< ScatteringModelPtr( sdw::ShaderWriter & ) > |
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using | castor3d::shader::DiffuseBrdfDesc = BrdfDescT< DiffuseBrdfCreator > |
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using | castor3d::shader::SpecularBrdfDesc = BrdfDescT< SpecularBrdfCreator > |
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using | castor3d::shader::SheenBrdfDesc = BrdfDescT< SheenBrdfCreator > |
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using | castor3d::shader::ClearcoatBrdfDesc = BrdfDescT< ClearcoatBrdfCreator > |
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using | castor3d::shader::ScatteringModelDesc = BrdfDescT< ScatteringModelCreator > |
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using | castor3d::shader::DiffuseBrdfArray = BrdfArrayT< DiffuseBrdfCreator > |
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using | castor3d::shader::SpecularBrdfArray = BrdfArrayT< SpecularBrdfCreator > |
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using | castor3d::shader::SheenBrdfArray = BrdfArrayT< SheenBrdfCreator > |
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using | castor3d::shader::ClearcoatBrdfArray = BrdfArrayT< ClearcoatBrdfCreator > |
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using | castor3d::shader::ScatteringModelArray = BrdfArrayT< ScatteringModelCreator > |
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using | castor3d::shader::LightingModelCreator |
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using | castor3d::shader::BackgroundModelCreator |
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using | castor3d::shader::BackgroundModelFactory |
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C3D_API uint32_t | castor3d::shader::getSpotShadowMapCount () |
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C3D_API uint32_t | castor3d::shader::getPointShadowMapCount () |
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C3D_API void | castor3d::shader::groupMemoryBarrierWithGroupSync (sdw::ShaderWriter &writer) |
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C3D_API castor::String | castor3d::shader::concatModelNames (castor::String lhs, castor::String rhs) |
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template<typename ... ExprT> |
sdw::expr::ExprList | castor3d::shader::makeExprList (ExprT &&... expr) |
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