clipPosition | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | |
fillInit(sdw::expr::ExprList &init, sdw::Vec3 clip, Position4T view, Position4T world, NormalT normal, sdw::Vec3 texCoord) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | protectedstatic |
fillInit(sdw::expr::ExprList &init, PipelineFlags const &flags, sdw::Vec3 clip, Position4T view, Position4T world, NormalT normal, sdw::Vec3 texCoord) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | protectedstatic |
castor3d::shader::SurfaceBaseT::fillInit(sdw::expr::ExprList &init, sdw::Vec3 clip, Position4T view, Position4T world, NormalT normal) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | protectedstatic |
castor3d::shader::SurfaceBaseT::fillInit(sdw::expr::ExprList &init, PipelineFlags const &flags, sdw::Vec3 clip, Position4T view, Position4T world, NormalT normal) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | protectedstatic |
fillIOType(sdw::type::IOStruct &type, PipelineFlags const &flags, uint32_t &index) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | protectedstatic |
fillType(sdw::type::BaseStruct &type) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | protectedstatic |
fillType(sdw::type::BaseStruct &type, PipelineFlags const &flags) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | protectedstatic |
makeNormal(sdw::Vec3 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makeNormal(sdw::Vec3 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makeNormal(sdw::Float const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makePosition3(sdw::Vec3 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makePosition3(sdw::Vec3 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makePosition3(sdw::Float const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makePosition4(sdw::Vec4 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makePosition4(sdw::Vec4 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makePosition4(sdw::Vec3 const &rgb, sdw::Float const &a) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makePosition4(DerivVec3 const &rgb, DerivFloat const &a) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makePosition4(sdw::Vec3 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makePosition4(DerivVec3 const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makePosition4(sdw::Float const &in) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | inlineprotectedstatic |
makeType(sdw::type::TypesCache &cache) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | static |
makeType(sdw::type::TypesCache &cache, PipelineFlags const &flags) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | static |
normal | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | |
SDW_DeclStructInstance(, SurfaceT) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | |
SurfaceBaseT(sdw::ShaderWriter &writer, sdw::expr::ExprPtr expr, bool enabled) | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | |
SurfaceT(sdw::ShaderWriter &writer, sdw::expr::ExprPtr expr, bool enabled) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | |
SurfaceT(sdw::Vec3 clip, Position4T view, Position4T world, NormalT normal, sdw::Vec3 texCoord) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | |
SurfaceT(sdw::Vec3 clip, Position3T view, Position3T world, NormalT normal, sdw::Vec3 texCoord) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | |
SurfaceT(sdw::Vec3 clip, Position4T view, Position4T world, NormalT normal) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | |
SurfaceT(sdw::Vec3 clip, Position3T view, Position3T world, NormalT normal) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | |
SurfaceT(NormalT world, NormalT normal) | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | |
texCoord | castor3d::shader::SurfaceT< Position3T, Position4T, NormalT > | |
viewPosition | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | |
worldPosition | castor3d::shader::SurfaceBaseT< Position3T, Position4T, NormalT > | |