#include <GlslSurface.hpp>
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| FragmentSurfaceT (sdw::ShaderWriter &writer, sdw::expr::ExprPtr expr, bool enabled) |
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| SDW_DeclStructInstance (, FragmentSurfaceT) |
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void | computeVelocity (MatrixData const &matrixData, sdw::Vec4 &curPos, sdw::Vec4 &prvPos) |
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void | computeTangentSpace (SubmeshFlags submeshFlags, ProgramFlags programFlags, sdw::Vec3 const &cameraPosition, sdw::Vec3 const &worldPos, sdw::Vec3 const &nml, sdw::Vec3 const &tan) |
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void | computeTangentSpace (SubmeshFlags submeshFlags, ProgramFlags programFlags, sdw::Vec3 const &cameraPosition, sdw::Vec3 const &worldPos, sdw::Mat3 const &mtx, sdw::Vec3 const &nml, sdw::Vec3 const &tan) |
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void | computeTangentSpace (SubmeshFlags submeshFlags, sdw::Vec3 const &cameraPosition, sdw::Vec3 const &worldPos, sdw::Vec3 const &nml, sdw::Vec3 const &tan, sdw::Vec3 const &bin) |
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sdw::Vec2 | getVelocity () const |
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◆ FragmentSurfaceT()
template<ast::var::Flag FlagT>
◆ computeTangentSpace() [1/3]
template<ast::var::Flag FlagT>
◆ computeTangentSpace() [2/3]
template<ast::var::Flag FlagT>
◆ computeTangentSpace() [3/3]
template<ast::var::Flag FlagT>
void castor3d::shader::FragmentSurfaceT< FlagT >::computeTangentSpace |
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SubmeshFlags |
submeshFlags, |
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sdw::Vec3 const & |
cameraPosition, |
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sdw::Vec3 const & |
worldPos, |
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sdw::Vec3 const & |
nml, |
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sdw::Vec3 const & |
tan, |
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sdw::Vec3 const & |
bin |
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◆ computeVelocity()
template<ast::var::Flag FlagT>
◆ getVelocity()
template<ast::var::Flag FlagT>
◆ makeIOType()
template<ast::var::Flag FlagT>
◆ SDW_DeclStructInstance()
template<ast::var::Flag FlagT>
◆ bitangent
template<ast::var::Flag FlagT>
◆ colour
template<ast::var::Flag FlagT>
◆ curPosition
template<ast::var::Flag FlagT>
◆ instanceId
template<ast::var::Flag FlagT>
◆ nodeId
template<ast::var::Flag FlagT>
◆ normal
template<ast::var::Flag FlagT>
◆ prvPosition
template<ast::var::Flag FlagT>
◆ tangent
template<ast::var::Flag FlagT>
◆ tangentSpaceFragPosition
template<ast::var::Flag FlagT>
◆ tangentSpaceViewPosition
template<ast::var::Flag FlagT>
◆ texture0
template<ast::var::Flag FlagT>
◆ texture1
template<ast::var::Flag FlagT>
◆ texture2
template<ast::var::Flag FlagT>
◆ texture3
template<ast::var::Flag FlagT>
◆ viewPosition
template<ast::var::Flag FlagT>
◆ worldPosition
template<ast::var::Flag FlagT>
La documentation de cette structure a été générée à partir du fichier suivant :