#include <GlslPhongBRDF.hpp>
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| PhongSpecularBRDF (sdw::ShaderWriter &writer, c3d::BRDFHelpers &brdfHelpers) |
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void | computeDerived (Utils &utils, BlendComponents const &components, sdw::Float const &HdotV, DirectLighting &output) override |
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C3D_API | SpecularBRDF (sdw::ShaderWriter &writer, BRDFHelpers &brdfHelpers) |
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virtual C3D_API | ~SpecularBRDF ()=default |
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C3D_API sdw::RetVec3 | compute (BlendComponents const &components, sdw::Vec3 const &N, sdw::Vec3 const &L, sdw::Vec3 const &H, sdw::Vec3 const &V, sdw::Float const &NdotL, sdw::Float const &NdotH) |
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◆ PhongSpecularBRDF()
castor3d::shader::PhongSpecularBRDF::PhongSpecularBRDF |
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sdw::ShaderWriter & | writer, |
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c3d::BRDFHelpers & | brdfHelpers ) |
◆ computeDerived()
◆ create()
◆ Name
The documentation for this class was generated from the following file: