#include <GlslRay.hpp>
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C3D_API | Ray (sdw::ShaderWriter &writer, ast::expr::ExprPtr expr, bool enabled) |
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C3D_API | Ray (sdw::ShaderWriter &writer) |
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C3D_API | Ray (sdw::ShaderWriter &writer, sdw::Vec3 const &o) |
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C3D_API | Ray (sdw::ShaderWriter &writer, sdw::Vec3 const &o, sdw::Vec3 const &d) |
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C3D_API sdw::Vec3 | step (sdw::Float const &t) const |
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◆ Ray() [1/4]
C3D_API castor3d::shader::Ray::Ray |
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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 |
◆ Ray() [2/4]
C3D_API castor3d::shader::Ray::Ray |
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sdw::ShaderWriter & | writer | ) |
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explicit |
◆ Ray() [3/4]
C3D_API castor3d::shader::Ray::Ray |
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sdw::ShaderWriter & | writer, |
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sdw::Vec3 const & | o ) |
◆ Ray() [4/4]
C3D_API castor3d::shader::Ray::Ray |
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sdw::ShaderWriter & | writer, |
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sdw::Vec3 const & | o, |
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sdw::Vec3 const & | d ) |
◆ step()
C3D_API sdw::Vec3 castor3d::shader::Ray::step |
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sdw::Float const & | t | ) |
const |
◆ direction
sdw::Vec3 castor3d::shader::Ray::direction |
◆ origin
sdw::Vec3 castor3d::shader::Ray::origin |
The documentation for this struct was generated from the following file: