#include <GlslShadow.hpp>
◆ ShadowData()
castor3d::shader::ShadowData::ShadowData |
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sdw::ShaderWriter & | writer, |
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ast::expr::ExprPtr | expr, |
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bool | enabled ) |
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inline |
◆ pcfFilterSize()
auto castor3d::shader::ShadowData::pcfFilterSize |
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const |
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inline |
◆ pcfSampleCount()
auto castor3d::shader::ShadowData::pcfSampleCount |
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const |
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inline |
◆ pcfShadowOffsets()
auto castor3d::shader::ShadowData::pcfShadowOffsets |
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const |
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inline |
◆ rawShadowOffsets()
auto castor3d::shader::ShadowData::rawShadowOffsets |
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const |
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inline |
◆ shadowType()
auto castor3d::shader::ShadowData::shadowType |
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const |
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inline |
◆ updateShadowType()
◆ volumetricScattering()
auto castor3d::shader::ShadowData::volumetricScattering |
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const |
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inline |
◆ volumetricSteps()
auto castor3d::shader::ShadowData::volumetricSteps |
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const |
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inline |
◆ vsmLightBleedingReduction()
auto castor3d::shader::ShadowData::vsmLightBleedingReduction |
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const |
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inline |
◆ vsmMinVariance()
auto castor3d::shader::ShadowData::vsmMinVariance |
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const |
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inline |
◆ DirectionalShadowData
◆ PointShadowData
◆ ShadowsBuffer
◆ SpotShadowData
The documentation for this struct was generated from the following file: