bitangent | castor3d::shader::FragmentSurfaceT< FlagT > | |
computeTangentSpace(ProgramFlags programFlags, sdw::Vec3 const &cameraPosition, sdw::Vec3 const &worldPos, sdw::Mat3 const &mtx, sdw::Vec4 const &nml, sdw::Vec4 const &tan) | castor3d::shader::FragmentSurfaceT< FlagT > | |
computeTangentSpace(sdw::Vec3 const &cameraPosition, sdw::Vec3 const &worldPos, sdw::Vec3 const &nml, sdw::Vec3 const &tan, sdw::Vec3 const &bin) | castor3d::shader::FragmentSurfaceT< FlagT > | |
computeVelocity(MatrixData const &matrixData, sdw::Vec4 &curPos, sdw::Vec4 &prvPos) | castor3d::shader::FragmentSurfaceT< FlagT > | |
curPosition | castor3d::shader::FragmentSurfaceT< FlagT > | |
FragmentSurfaceT(sdw::ShaderWriter &writer, sdw::expr::ExprPtr expr, bool enabled) | castor3d::shader::FragmentSurfaceT< FlagT > | |
getVelocity() const | castor3d::shader::FragmentSurfaceT< FlagT > | |
instanceId | castor3d::shader::FragmentSurfaceT< FlagT > | |
makeIOType(ast::type::TypesCache &cache, ProgramFlags programFlags, ShaderFlags shaderFlags, FilteredTextureFlags textureFlags, PassFlags passFlags, bool hasTextures) | castor3d::shader::FragmentSurfaceT< FlagT > | static |
nodeId | castor3d::shader::FragmentSurfaceT< FlagT > | |
normal | castor3d::shader::FragmentSurfaceT< FlagT > | |
prvPosition | castor3d::shader::FragmentSurfaceT< FlagT > | |
SDW_DeclStructInstance(, FragmentSurfaceT) | castor3d::shader::FragmentSurfaceT< FlagT > | |
tangent | castor3d::shader::FragmentSurfaceT< FlagT > | |
tangentSpaceFragPosition | castor3d::shader::FragmentSurfaceT< FlagT > | |
tangentSpaceViewPosition | castor3d::shader::FragmentSurfaceT< FlagT > | |
texture0 | castor3d::shader::FragmentSurfaceT< FlagT > | |
texture1 | castor3d::shader::FragmentSurfaceT< FlagT > | |
viewPosition | castor3d::shader::FragmentSurfaceT< FlagT > | |
worldPosition | castor3d::shader::FragmentSurfaceT< FlagT > | |