Castor3D 0.15.0
Multiplatform 3D engine
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Liste complète des membres de castor3d::shader::LightSurface, y compris les membres hérités :
clipPosition() const | castor3d::shader::LightSurface | inline |
create(sdw::ShaderWriter &writer, std::string const &name, sdw::Vec3 const eye, sdw::Vec3 const world, sdw::Vec3 const view, sdw::Vec3 const clip, sdw::Vec3 const normal, bool enableDotProducts=true, bool enableFresnel=true, bool enableIridescence=true) | castor3d::shader::LightSurface | static |
create(sdw::ShaderWriter &writer, std::string const &name, sdw::Vec3 const world, sdw::Vec3 const clip, sdw::Vec3 const normal, bool enableDotProducts=false, bool enableFresnel=false, bool enableIridescence=false) | castor3d::shader::LightSurface | static |
create(sdw::ShaderWriter &writer, Utils &utils, std::string const &name, sdw::Vec3 const eye, sdw::Vec3 const world, sdw::Vec3 const view, sdw::Vec3 const clip, sdw::Vec3 const normal, sdw::Vec3 const f0, BlendComponents const &components, bool enableDotProducts=true, bool enableFresnel=true, bool enableIridescence=true) | castor3d::shader::LightSurface | static |
difF() const | castor3d::shader::LightSurface | inline |
eyePosition() const | castor3d::shader::LightSurface | inline |
F() const | castor3d::shader::LightSurface | inline |
H() const | castor3d::shader::LightSurface | inline |
L() const | castor3d::shader::LightSurface | inline |
lengthL() const | castor3d::shader::LightSurface | inline |
lengthV() const | castor3d::shader::LightSurface | inline |
LightSurface(sdw::ShaderWriter &writer, sdw::expr::ExprPtr expr, bool enabled) | castor3d::shader::LightSurface | |
LightSurface(sdw::Vec3 const eye, sdw::Vec3 const world, sdw::Vec3 const view, sdw::Vec3 const clip, sdw::Vec3 const normal, bool enableDotProducts, bool enableFresnel, bool enableIridescence) | castor3d::shader::LightSurface | |
makeType(ast::type::TypesCache &cache, sdw::type::TypePtr type) | castor3d::shader::LightSurface | static |
makeType(ast::type::TypesCache &cache, bool enableDotProducts, bool enableFresnel, bool enableIridescence) | castor3d::shader::LightSurface | static |
N() const | castor3d::shader::LightSurface | inline |
NdotH() const | castor3d::shader::LightSurface | inline |
NdotL() const | castor3d::shader::LightSurface | inline |
NdotV() const | castor3d::shader::LightSurface | inline |
spcF() const | castor3d::shader::LightSurface | inline |
updateL(sdw::Vec3 const L) const | castor3d::shader::LightSurface | |
updateL(Utils &utils, sdw::Vec3 const L, sdw::Vec3 const f0, BlendComponents const &components) const | castor3d::shader::LightSurface | |
updateN(sdw::Vec3 const N) const | castor3d::shader::LightSurface | |
updateN(Utils &utils, sdw::Vec3 const N, sdw::Vec3 const f0, BlendComponents const &components) const | castor3d::shader::LightSurface | |
V() const | castor3d::shader::LightSurface | inline |
vertexToLight() const | castor3d::shader::LightSurface | inline |
viewPosition() const | castor3d::shader::LightSurface | inline |
worldPosition() const | castor3d::shader::LightSurface | inline |