#include <LpvGridConfigUbo.hpp>
◆ LpvGridData()
C3D_API castor3d::shader::LpvGridData::LpvGridData |
( |
sdw::ShaderWriter & | writer, |
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ast::expr::ExprPtr | expr, |
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bool | enabled ) |
◆ cellSize()
sdw::Float const & castor3d::shader::LpvGridData::cellSize |
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const |
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inline |
◆ declare()
◆ gridToScreen()
C3D_API sdw::Vec2 castor3d::shader::LpvGridData::gridToScreen |
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sdw::IVec2 const & | pos | ) |
const |
◆ indirectAttenuation()
sdw::Float const & castor3d::shader::LpvGridData::indirectAttenuation |
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const |
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inline |
◆ makeType()
static C3D_API ast::type::BaseStructPtr castor3d::shader::LpvGridData::makeType |
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ast::type::TypesCache & | cache | ) |
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static |
◆ nextGrid()
C3D_API sdw::Vec3 castor3d::shader::LpvGridData::nextGrid |
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sdw::IVec3 const & | pos, |
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sdw::Vec3 const & | dir ) const |
◆ SDW_DeclStructInstance()
◆ worldToGrid() [1/2]
C3D_API sdw::IVec3 castor3d::shader::LpvGridData::worldToGrid |
( |
sdw::Vec3 const & | pos | ) |
const |
◆ worldToGrid() [2/2]
C3D_API sdw::IVec3 castor3d::shader::LpvGridData::worldToGrid |
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sdw::Vec3 const & | pos, |
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sdw::Vec3 const & | nml ) const |
◆ worldToTex()
C3D_API sdw::Vec3 castor3d::shader::LpvGridData::worldToTex |
( |
sdw::Vec3 const & | pos | ) |
const |
◆ cameraPos
sdw::Vec3 castor3d::shader::LpvGridData::cameraPos |
◆ gridDepth
sdw::Float castor3d::shader::LpvGridData::gridDepth |
◆ gridHeight
sdw::Float castor3d::shader::LpvGridData::gridHeight |
◆ gridSize
sdw::Vec3 castor3d::shader::LpvGridData::gridSize |
◆ gridWidth
sdw::Float castor3d::shader::LpvGridData::gridWidth |
◆ minVolumeCorner
sdw::Vec3 castor3d::shader::LpvGridData::minVolumeCorner |
The documentation for this struct was generated from the following file: