#include <RenderTechniquePass.hpp>
◆ RenderTechniquePassDesc()
castor3d::RenderTechniquePassDesc::RenderTechniquePassDesc |
( |
bool | environment, |
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|
SsaoConfig const & | ssaoConfig ) |
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inline |
◆ addShaderFlag()
- Parameters
-
[in] | value | true if the pass writes to velocity texture. |
References m_shaderFlags.
◆ clustersConfig()
◆ hasVelocity()
◆ indirect()
◆ outputScattering()
◆ shaderFlags()
- Parameters
-
[in] | value | true if the pass writes to velocity texture. |
References m_shaderFlags.
◆ ssao()
◆ m_clustersConfig
ClustersConfig const* castor3d::RenderTechniquePassDesc::m_clustersConfig {} |
◆ m_indirectLighting
◆ m_outputScattering
bool castor3d::RenderTechniquePassDesc::m_outputScattering {} |
◆ m_shaderFlags
ShaderFlags castor3d::RenderTechniquePassDesc::m_shaderFlags |
Initial value:
@ eViewSpace
Shader using view space positions.
@ eTangentSpace
Shader using tangent space.
@ eColour
Shader uses the colour component.
@ eOpacity
Shader using opacity.
@ eWorldSpace
Shader using world space positions.
@ eLighting
Shader supporting lighting.
Referenced by addShaderFlag(), hasVelocity(), RenderTechniquePassDesc(), and shaderFlags().
◆ m_ssao
Texture const* castor3d::RenderTechniquePassDesc::m_ssao {} |
◆ m_ssaoConfig
SsaoConfig const* castor3d::RenderTechniquePassDesc::m_ssaoConfig {} |
The documentation for this struct was generated from the following file: