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using | castor3d::shader::DerivFloat = DerivativeValueT< sdw::Float, "C3D_DerivFloat" > |
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using | castor3d::shader::DerivVec2 = DerivativeValueT< sdw::Vec2, "C3D_DerivVec2" > |
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using | castor3d::shader::DerivTex = DerivVec2 |
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using | castor3d::shader::Surface = SurfaceT< sdw::Vec3, sdw::Vec4, sdw::Vec3 > |
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using | castor3d::shader::DerivSurface = SurfaceT< DerivVec3, DerivVec4, DerivVec3 > |
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using | castor3d::shader::RasterizerSurfaceBase = RasterizerSurfaceBaseT< sdw::Vec3, sdw::Vec4, sdw::Vec3, sdw::Vec4 > |
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using | castor3d::shader::DerivRasterizerSurfaceBase = RasterizerSurfaceBaseT< DerivVec3, DerivVec4, DerivVec3, DerivVec4 > |
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template<ast::var::Flag FlagT> |
using | castor3d::shader::FragmentSurfaceT = RasterizerSurfaceT< sdw::Vec3, sdw::Vec4, sdw::Vec3, sdw::Vec4, sdw::Vec3, FlagT > |
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using | castor3d::shader::RasterizerSurface = RasterizerSurfaceT< sdw::Vec3, sdw::Vec4, sdw::Vec3, sdw::Vec4, sdw::Vec3, ast::var::Flag::eNone > |
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using | castor3d::shader::DerivFragmentSurface = RasterizerSurfaceT< sdw::Vec3, sdw::Vec4, sdw::Vec3, sdw::Vec4, DerivTex, ast::var::Flag::eNone > |
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using | castor3d::shader::AllDerivFragmentSurface = RasterizerSurfaceT< DerivVec3, DerivVec4, DerivVec3, DerivVec4, DerivTex, ast::var::Flag::eNone > |
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template<typename TexcoordT > |
using | castor3d::shader::RasterSurfaceT = RasterizerSurfaceT< sdw::Vec3, sdw::Vec4, sdw::Vec3, sdw::Vec4, TexcoordT, ast::var::Flag::eNone > |
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using | castor3d::shader::MeshVertex = MeshVertexT< sdw::var::Flag::eNone > |
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using | castor3d::shader::VoxelSurface = VoxelSurfaceT< sdw::var::Flag::eNone > |
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using | castor3d::shader::OverlaySurface = OverlaySurfaceT< sdw::var::Flag::eNone > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Colour3FT = ColourT< sdw::Vec3, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Colour4FT = ColourT< sdw::Vec4, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Position2FT = PositionT< sdw::Vec2, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Position3FT = PositionT< sdw::Vec3, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Position4FT = PositionT< sdw::Vec4, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::PosUv2FT = PosUvT< sdw::Vec2, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::PosUv3FT = PosUvT< sdw::Vec3, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::PosUv4FT = PosUvT< sdw::Vec4, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Uv2FT = UvT< sdw::Vec2, FlagT > |
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template<sdw::var::Flag FlagT> |
using | castor3d::shader::Uv3FT = UvT< sdw::Vec3, FlagT > |
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using | castor3d::shader::ReflectionModelPtr = castor::RawUniquePtr< ReflectionModel > |
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using | castor3d::shader::LightingModelCreator |
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using | castor3d::shader::BackgroundModelPtr = castor::RawUniquePtr< BackgroundModel > |
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using | castor3d::shader::BackgroundModelCreator |
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using | castor3d::shader::BackgroundModelFactory |
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| castor3d::shader::CU_DeclareSmartPtr (castor3d::shader, LightsBuffer, C3D_API) |
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| castor3d::shader::CU_DeclareSmartPtr (castor3d::shader, LightingModel, C3D_API) |
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| castor3d::shader::CU_DeclareSmartPtr (castor3d::shader, Material, C3D_API) |
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| castor3d::shader::CU_DeclareSmartPtr (castor3d::shader, Shadow, C3D_API) |
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| castor3d::shader::CU_DeclareSmartPtr (castor3d::shader, ShadowsBuffer, C3D_API) |
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| castor3d::shader::CU_DeclareSmartPtr (castor3d::shader, SssTransmittance, C3D_API) |
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| castor3d::shader::Writer_Parameter (AABB) |
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| castor3d::shader::Writer_Parameter (AllDerivFragmentSurface) |
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| castor3d::shader::Writer_Parameter (BlendComponents) |
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| castor3d::shader::Writer_Parameter (Cone) |
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| castor3d::shader::Writer_Parameter (DerivFloat) |
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| castor3d::shader::Writer_Parameter (DirectionalLight) |
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| castor3d::shader::Writer_Parameter (DirectionalShadowData) |
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| castor3d::shader::Writer_Parameter (Intersection) |
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| castor3d::shader::Writer_Parameter (LayeredLpvGridData) |
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| castor3d::shader::Writer_Parameter (Light) |
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| castor3d::shader::Writer_Parameter (DirectLighting) |
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| castor3d::shader::Writer_Parameter (LightSurface) |
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| castor3d::shader::Writer_Parameter (LpvGridData) |
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| castor3d::shader::Writer_Parameter (LpvLightData) |
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| castor3d::shader::Writer_Parameter (Material) |
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| castor3d::shader::Writer_Parameter (Meshlet) |
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| castor3d::shader::Writer_Parameter (Plane) |
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| castor3d::shader::Writer_Parameter (PointLight) |
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| castor3d::shader::Writer_Parameter (PointShadowData) |
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| castor3d::shader::Writer_Parameter (Ray) |
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| castor3d::shader::Writer_Parameter (ShadowData) |
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| castor3d::shader::Writer_Parameter (SpotLight) |
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| castor3d::shader::Writer_Parameter (SpotShadowData) |
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| castor3d::shader::Writer_Parameter (Surface) |
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| castor3d::shader::Writer_Parameter (TextureTransformData) |
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| castor3d::shader::Writer_Parameter (TextureConfigData) |
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| castor3d::shader::Writer_Parameter (MeshVertex) |
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| castor3d::shader::Writer_Parameter (VoxelData) |
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| castor3d::shader::Writer_Parameter (VoxelSurface) |
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C3D_API uint32_t | castor3d::shader::getSpotShadowMapCount () |
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C3D_API uint32_t | castor3d::shader::getPointShadowMapCount () |
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C3D_API void | castor3d::shader::groupMemoryBarrierWithGroupSync (sdw::ShaderWriter &writer) |
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C3D_API castor::String | castor3d::shader::concatModelNames (castor::String lhs, castor::String rhs) |
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template<typename ... ExprT> |
sdw::expr::ExprList | castor3d::shader::makeExprList (ExprT &&... expr) |
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