bias() const | castor3d::shader::ClustersData | inline |
ClustersData(sdw::ShaderWriter &writer, ast::expr::ExprPtr expr, bool enabled) | castor3d::shader::ClustersData | inline |
clusterSize() const | castor3d::shader::ClustersData | inline |
computeClusterIndex1D(sdw::U32Vec3 const clusterIndex3D) | castor3d::shader::ClustersData | |
computeClusterIndex3D(sdw::UInt32 const index) | castor3d::shader::ClustersData | |
computeClusterIndex3D(sdw::Vec2 const screenPos, sdw::Float viewZ, sdw::Vec4 const clustersLightsData) | castor3d::shader::ClustersData | |
computeGlobalLightsData(sdw::Vec4 const lightsMin, sdw::Vec4 const lightsMax, sdw::Float const nearPlane, sdw::Float const farPlane, sdw::Vec4 &clustersLightsData, sdw::Vec4 &lightsAABBRange) | castor3d::shader::ClustersData | |
dimensions() const | castor3d::shader::ClustersData | inline |
enableWaveIntrinsics() const | castor3d::shader::ClustersData | inline |
getClusterDepthBounds(sdw::U32Vec3 const clusterIndex3D, sdw::Vec4 const clustersLightsData, sdw::Vec4 const lightsAABBRange) | castor3d::shader::ClustersData | |
pointLightCount() const | castor3d::shader::ClustersData | inline |
pointLightLevels() const | castor3d::shader::ClustersData | inline |
setConfig(ClustersConfig const *config) | castor3d::shader::ClustersData | inline |
splitScheme() const | castor3d::shader::ClustersData | inline |
spotLightCount() const | castor3d::shader::ClustersData | inline |
spotLightLevels() const | castor3d::shader::ClustersData | inline |
viewFar() const | castor3d::shader::ClustersData | inline |
viewNear() const | castor3d::shader::ClustersData | inline |