#include <VoxelizerUbo.hpp>
◆ VoxelData()
C3D_API castor3d::shader::VoxelData::VoxelData |
( |
sdw::ShaderWriter & | writer, |
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ast::expr::ExprPtr | expr, |
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bool | enabled ) |
◆ declare()
◆ makeType()
static C3D_API ast::type::BaseStructPtr castor3d::shader::VoxelData::makeType |
( |
ast::type::TypesCache & | cache | ) |
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static |
◆ SDW_DeclStructInstance()
◆ worldToClip()
C3D_API sdw::Vec3 castor3d::shader::VoxelData::worldToClip |
( |
sdw::Vec3 const & | wsPosition | ) |
const |
◆ worldToImg()
C3D_API sdw::IVec3 castor3d::shader::VoxelData::worldToImg |
( |
sdw::Vec3 const & | wsPosition | ) |
const |
◆ worldToTex()
C3D_API sdw::Vec3 castor3d::shader::VoxelData::worldToTex |
( |
sdw::Vec3 const & | wsPosition | ) |
const |
◆ clipToGrid
sdw::Float castor3d::shader::VoxelData::clipToGrid |
◆ enableConservativeRasterization
sdw::UInt castor3d::shader::VoxelData::enableConservativeRasterization |
◆ enabled
sdw::UInt castor3d::shader::VoxelData::enabled |
◆ enableOcclusion
sdw::UInt castor3d::shader::VoxelData::enableOcclusion |
◆ enableSecondaryBounce
sdw::UInt castor3d::shader::VoxelData::enableSecondaryBounce |
◆ gridToClip
sdw::Float castor3d::shader::VoxelData::gridToClip |
◆ gridToWorld
sdw::Float castor3d::shader::VoxelData::gridToWorld |
◆ radianceMaxDistance
sdw::Float castor3d::shader::VoxelData::radianceMaxDistance |
◆ radianceMips
sdw::Float castor3d::shader::VoxelData::radianceMips |
◆ radianceNumCones
sdw::UInt castor3d::shader::VoxelData::radianceNumCones |
◆ radianceNumConesInv
sdw::Float castor3d::shader::VoxelData::radianceNumConesInv |
◆ rayStepSize
sdw::Float castor3d::shader::VoxelData::rayStepSize |
◆ worldToGrid
sdw::Float castor3d::shader::VoxelData::worldToGrid |
The documentation for this struct was generated from the following file: