#include <GlslLight.hpp>
◆ SpotLight()
C3D_API castor3d::shader::SpotLight::SpotLight |
( |
sdw::ShaderWriter & |
writer, |
|
|
ast::expr::ExprPtr |
expr, |
|
|
bool |
enabled |
|
) |
| |
|
inline |
◆ attenuation()
auto castor3d::shader::SpotLight::attenuation |
( |
| ) |
const |
|
inline |
◆ base()
auto castor3d::shader::SpotLight::base |
( |
| ) |
const |
|
inline |
◆ cutOffsDiff()
auto castor3d::shader::SpotLight::cutOffsDiff |
( |
| ) |
const |
|
inline |
◆ direction()
auto castor3d::shader::SpotLight::direction |
( |
| ) |
const |
|
inline |
◆ exponent()
auto castor3d::shader::SpotLight::exponent |
( |
| ) |
const |
|
inline |
◆ getAttenuationFactor()
C3D_API sdw::Float castor3d::shader::SpotLight::getAttenuationFactor |
( |
sdw::Float const & |
distance | ) |
const |
◆ innerCutOff()
auto castor3d::shader::SpotLight::innerCutOff |
( |
| ) |
const |
|
inline |
◆ outerCutOff()
auto castor3d::shader::SpotLight::outerCutOff |
( |
| ) |
const |
|
inline |
◆ position()
auto castor3d::shader::SpotLight::position |
( |
| ) |
const |
|
inline |
◆ shadows()
auto castor3d::shader::SpotLight::shadows |
( |
| ) |
const |
|
inline |
◆ transform()
auto castor3d::shader::SpotLight::transform |
( |
| ) |
const |
|
inline |
La documentation de cette structure a été générée à partir du fichier suivant :