#include <GlslLighting.hpp>
◆ ScatteringModel()
C3D_API castor3d::shader::ScatteringModel::ScatteringModel |
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sdw::ShaderWriter & | writer | ) |
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explicit |
◆ ~ScatteringModel()
virtual C3D_API castor3d::shader::ScatteringModel::~ScatteringModel |
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virtualdefault |
◆ computeRadiance()
virtual C3D_API sdw::Vec3 castor3d::shader::ScatteringModel::computeRadiance |
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Light const & | light, |
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sdw::Vec3 const & | lightDirection ) const |
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virtual |
◆ computeScattering()
virtual C3D_API void castor3d::shader::ScatteringModel::computeScattering |
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LightingModel & | lighting, |
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ShadowData const & | shadows, |
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sdw::Int const | shadowMapIndex, |
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sdw::Vec3 const & | radiance, |
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sdw::Float const & | lightIntensity, |
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BlendComponents const & | components, |
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LightSurface const & | lightSurface, |
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sdw::Vec3 | output ) |
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virtual |
◆ create()
static ScatteringModelPtr castor3d::shader::ScatteringModel::create |
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sdw::ShaderWriter & | writer | ) |
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static |
◆ initialiseBackground()
◆ m_writer
sdw::ShaderWriter& castor3d::shader::ScatteringModel::m_writer |
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protected |
◆ Name
The documentation for this class was generated from the following file: