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Vulkan Schnee 0.0.1
High-performance rendering engine
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GPU-side single directional sun light. directionEnabled.xyz = direction the light travels in world space, w = enabled. colorIntensity.rgb = light color, w = intensity. More...
#include <RenderData.h>
Public Attributes | |
| glm::vec4 | directionEnabled {0.0f, -1.0f, 0.0f, 0.0f} |
| glm::vec4 | colorIntensity {1.0f, 1.0f, 1.0f, 0.0f} |
| glm::vec4 | shadowParams {0.0f} |
| x = castsShadows, y = angular diameter degrees | |
| glm::vec4 | lightmapShadowParams {1.0f, 0.0f, 0.0f, 0.0f} |
| x = sun direct removal scale | |
GPU-side single directional sun light. directionEnabled.xyz = direction the light travels in world space, w = enabled. colorIntensity.rgb = light color, w = intensity.
Definition at line 408 of file RenderData.h.
| glm::vec4 Engine::Rendering::GpuBuffers::SunLightBuffer::colorIntensity {1.0f, 1.0f, 1.0f, 0.0f} |
Definition at line 411 of file RenderData.h.
| glm::vec4 Engine::Rendering::GpuBuffers::SunLightBuffer::directionEnabled {0.0f, -1.0f, 0.0f, 0.0f} |
Definition at line 410 of file RenderData.h.
| glm::vec4 Engine::Rendering::GpuBuffers::SunLightBuffer::lightmapShadowParams {1.0f, 0.0f, 0.0f, 0.0f} |
x = sun direct removal scale
Definition at line 413 of file RenderData.h.
| glm::vec4 Engine::Rendering::GpuBuffers::SunLightBuffer::shadowParams {0.0f} |
x = castsShadows, y = angular diameter degrees
Definition at line 412 of file RenderData.h.