#include <GlslLight.hpp>
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static C3D_API ast::type::BaseStructPtr | makeType (ast::type::TypesCache &cache) |
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static C3D_API std::unique_ptr< sdw::Struct > | declare (sdw::ShaderWriter &writer) |
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◆ SpotLight()
C3D_API castor3d::shader::SpotLight::SpotLight |
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sdw::ShaderWriter & |
writer, |
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ast::expr::ExprPtr |
expr, |
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bool |
enabled |
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) |
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◆ declare()
static C3D_API std::unique_ptr< sdw::Struct > castor3d::shader::SpotLight::declare |
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sdw::ShaderWriter & |
writer | ) |
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static |
◆ getAttenuationFactor()
C3D_API sdw::Float castor3d::shader::SpotLight::getAttenuationFactor |
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sdw::Float const & |
distance | ) |
const |
◆ makeType()
static C3D_API ast::type::BaseStructPtr castor3d::shader::SpotLight::makeType |
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ast::type::TypesCache & |
cache | ) |
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static |
◆ SDW_DeclStructInstance()
◆ LightingModel
◆ base
Light castor3d::shader::SpotLight::base |
◆ cutOff
sdw::Float castor3d::shader::SpotLight::cutOff |
◆ direction
sdw::Vec3 castor3d::shader::SpotLight::direction |
◆ exponent
sdw::Float castor3d::shader::SpotLight::exponent |
◆ position
sdw::Vec3 castor3d::shader::SpotLight::position |
◆ transform
sdw::Mat4 castor3d::shader::SpotLight::transform |
La documentation de cette structure a été générée à partir du fichier suivant :