Castor3D 0.16.0
Multiplatform 3D engine
castor3d::SpecularFactorComponent::ComponentsShader Member List

This is the complete list of members for castor3d::SpecularFactorComponent::ComponentsShader, including all inherited members.

applyComponents(PipelineFlags const *flags, shader::TextureConfigData const &config, sdw::U32Vec3 const &imgCompConfig, sdw::Vec4 const &sampled, sdw::Vec2 const &uv, BlendComponents &components) constcastor3d::shader::PassComponentsShaderinlinevirtual
applyFloatComponent(castor::String const &mapName, castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) constcastor3d::shader::PassComponentsShaderprotected
applyFloatComponent(castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) constcastor3d::shader::PassComponentsShaderinlineprotected
applyVec3Component(castor::String const &mapName, castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) constcastor3d::shader::PassComponentsShaderprotected
applyVec3Component(castor::String const &valueName, PassShaders const &passShaders, TextureConfigurations const &textureConfigs, TextureAnimations const &textureAnims, Material const &material, BlendComponents &components, SampleTexture const &sampleTexture) constcastor3d::shader::PassComponentsShaderinlineprotected
blendComponents(shader::Materials const &materials, sdw::Float const &passMultiplier, shader::BlendComponents &res, shader::BlendComponents const &src) const overridecastor3d::SpecularFactorComponent::ComponentsShadervirtual
fillComponents(ComponentModeFlags componentsMask, sdw::type::BaseStruct &components, shader::Materials const &materials, sdw::StructInstance const *surface) const overridecastor3d::SpecularFactorComponent::ComponentsShadervirtual
fillComponentsInits(sdw::type::BaseStruct const &components, shader::Materials const &materials, shader::Material const *material, sdw::StructInstance const *surface, sdw::Vec4 const *clrCot, sdw::expr::ExprList &inits) const overridecastor3d::SpecularFactorComponent::ComponentsShadervirtual
getId() constcastor3d::shader::PassComponentsShader
getPlugin() constcastor3d::shader::PassComponentsShaderinline
isMapSampling(PipelineFlags const &flags) constcastor3d::shader::PassComponentsShaderinlinevirtual
operator=(PassShader const &)=deletecastor3d::shader::PassShader
operator=(PassShader &&)=defaultcastor3d::shader::PassShader
PassComponentsShader(PassComponentPlugin const &plugin)castor3d::shader::PassComponentsShaderinlineexplicit
PassShader()=defaultcastor3d::shader::PassShader
PassShader(PassShader const &)=deletecastor3d::shader::PassShader
PassShader(PassShader &&)=defaultcastor3d::shader::PassShader
sampleMap(sdw::CombinedImage2DRgba32 const &map, sdw::Vec3 const &texCoords, shader::BlendComponents const &components) constcastor3d::shader::PassComponentsShadervirtual
sampleMap(sdw::CombinedImage2DRgba32 const &map, shader::DerivTex const &texCoords, shader::BlendComponents const &components) constcastor3d::shader::PassComponentsShadervirtual
updateComponent(sdw::Array< sdw::CombinedImage2DRgba32 > const &maps, shader::Material const &material, shader::BlendComponents &components, bool isFrontCulled) constcastor3d::shader::PassComponentsShaderinlinevirtual
~PassShader()=defaultcastor3d::shader::PassShadervirtual