#include <GlslOutputComponents.hpp>
◆ IndirectLighting() [1/2]
castor3d::shader::IndirectLighting::IndirectLighting |
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sdw::ShaderWriter & | writer, |
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sdw::expr::ExprPtr | expr, |
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bool | enabled ) |
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inline |
◆ IndirectLighting() [2/2]
castor3d::shader::IndirectLighting::IndirectLighting |
( |
sdw::ShaderWriter & | writer | ) |
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inlineexplicit |
◆ ambient()
auto castor3d::shader::IndirectLighting::ambient |
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const |
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inline |
◆ diffuseBlend()
auto castor3d::shader::IndirectLighting::diffuseBlend |
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const |
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inline |
◆ diffuseColour()
auto castor3d::shader::IndirectLighting::diffuseColour |
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const |
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inline |
◆ occlusion()
auto castor3d::shader::IndirectLighting::occlusion |
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const |
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inline |
◆ rawDiffuse()
auto castor3d::shader::IndirectLighting::rawDiffuse |
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const |
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inline |
◆ specular()
auto castor3d::shader::IndirectLighting::specular |
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const |
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inline |
The documentation for this struct was generated from the following file: