Castor3D 0.16.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::shader::PassReflRefrShader, including all inherited members.
computeReflRefr(ReflectionModel &reflections, BlendComponents &components, LightSurface const &lightSurface, sdw::Vec4 const &position, BackgroundModel &background, sdw::CombinedImage2DRgba32 const &mippedScene, CameraData const &camera, DirectLighting &lighting, IndirectLighting &indirect, sdw::Vec2 const &sceneUv, sdw::UInt const &envMapIndex, sdw::Vec3 const &incident, sdw::UInt const &hasReflection, sdw::UInt const &hasRefraction, sdw::Float const &refractionRatio, sdw::Vec3 &reflectedDiffuse, sdw::Vec3 &reflectedSpecular, sdw::Vec3 &refracted, sdw::Vec3 &coatReflected, sdw::Vec3 &sheenReflected, DebugOutput &debugOutput) const =0 | castor3d::shader::PassReflRefrShader | pure virtual |
computeReflRefr(ReflectionModel &reflections, BlendComponents &components, LightSurface const &lightSurface, BackgroundModel &background, CameraData const &camera, DirectLighting &lighting, IndirectLighting &indirect, sdw::Vec2 const &sceneUv, sdw::UInt const &envMapIndex, sdw::Vec3 const &incident, sdw::UInt const &hasReflection, sdw::UInt const &hasRefraction, sdw::Float const &refractionRatio, sdw::Vec3 &reflectedDiffuse, sdw::Vec3 &reflectedSpecular, sdw::Vec3 &refracted, sdw::Vec3 &coatReflected, sdw::Vec3 &sheenReflected, DebugOutput &debugOutput) const =0 | castor3d::shader::PassReflRefrShader | pure virtual |
getId() const | castor3d::shader::PassReflRefrShader | |
getPlugin() const | castor3d::shader::PassReflRefrShader | inline |
operator=(PassShader const &)=delete | castor3d::shader::PassShader | |
operator=(PassShader &&)=default | castor3d::shader::PassShader | |
PassReflRefrShader(PassComponentPlugin const &plugin) | castor3d::shader::PassReflRefrShader | inlineexplicit |
PassShader()=default | castor3d::shader::PassShader | |
PassShader(PassShader const &)=delete | castor3d::shader::PassShader | |
PassShader(PassShader &&)=default | castor3d::shader::PassShader | |
~PassShader()=default | castor3d::shader::PassShader | virtual |