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Castor3D 0.17.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::AlphaTestComponent::ComponentsShader, including all inherited members.
| applyComponents(PipelineFlags const *flags, shader::TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, sdw::Vec2 const &uv, BlendComponents &components) const | castor3d::shader::PassComponentsShader | inlinevirtual |
| blendComponents(shader::Materials const &materials, sdw::Float const &passMultiplier, shader::BlendComponents &res, shader::BlendComponents const &src) const override | castor3d::AlphaTestComponent::ComponentsShader | virtual |
| fillComponents(ComponentModeFlags componentsMask, sdw::type::BaseStruct &components, shader::Materials const &materials, sdw::StructInstance const *surface) const override | castor3d::AlphaTestComponent::ComponentsShader | virtual |
| fillComponentsInits(sdw::type::BaseStruct const &components, shader::Materials const &materials, shader::Material const *material, sdw::StructInstance const *surface, sdw::Vec4 const *clrCot, sdw::expr::ExprList &inits) const override | castor3d::AlphaTestComponent::ComponentsShader | virtual |
| finishComponent(shader::DerivSurfaceBase const &surface, shader::CameraData const &camera, shader::ModelData const &model, shader::Utils &utils, shader::BlendComponents &components) const | castor3d::shader::PassComponentsShader | inlinevirtual |
| getId() const | castor3d::shader::PassComponentsShader | |
| getPlugin() const | castor3d::shader::PassComponentsShader | inline |
| isMapSampling(PipelineFlags const &flags) const | castor3d::shader::PassComponentsShader | inlinevirtual |
| operator=(PassShader const &)=delete | castor3d::shader::PassShader | |
| operator=(PassShader &&)=default | castor3d::shader::PassShader | |
| PassComponentsShader(PassComponentPlugin const &plugin) | castor3d::shader::PassComponentsShader | inlineexplicit |
| PassShader()=default | castor3d::shader::PassShader | |
| PassShader(PassShader const &)=delete | castor3d::shader::PassShader | |
| PassShader(PassShader &&)=default | castor3d::shader::PassShader | |
| sampleMap(sdw::CombinedImage2DRgba32 const &map, sdw::Vec3 const &texCoords, shader::BlendComponents const &components) const | castor3d::shader::PassComponentsShader | virtual |
| sampleMap(sdw::CombinedImage2DRgba32 const &map, shader::DerivTex const &texCoords, shader::BlendComponents const &components) const | castor3d::shader::PassComponentsShader | virtual |
| updateComponent(sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, shader::Material const &material, shader::BlendComponents &components, bool isFrontCulled) const | castor3d::shader::PassComponentsShader | inlinevirtual |
| ~PassShader()=default | castor3d::shader::PassShader | virtual |