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Vulkan Schnee 0.0.1
High-performance rendering engine
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GPU-side cascaded shadow data for the active directional sun. More...
#include <RenderData.h>
Public Attributes | |
| std::array< glm::mat4, MAX_SUN_SHADOW_CASCADES > | lightViewProj {} |
| glm::vec4 | cascadeSplits {0.0f} |
| camera-forward far split per cascade | |
| glm::vec4 | params {0.0f} |
| x = enabled, y = cascade count, z = map size, w = max distance | |
| glm::vec4 | biasParams {0.0f} |
| x = depth bias, y = normal bias, z = PCF radius, w = lightmapped receivers | |
| glm::vec4 | cameraForward {0.0f} |
| xyz = cascade camera forward direction, w = render debug mode | |
GPU-side cascaded shadow data for the active directional sun.
Definition at line 422 of file RenderData.h.
| glm::vec4 Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer::biasParams {0.0f} |
x = depth bias, y = normal bias, z = PCF radius, w = lightmapped receivers
Definition at line 427 of file RenderData.h.
| glm::vec4 Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer::cameraForward {0.0f} |
xyz = cascade camera forward direction, w = render debug mode
Definition at line 428 of file RenderData.h.
| glm::vec4 Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer::cascadeSplits {0.0f} |
camera-forward far split per cascade
Definition at line 425 of file RenderData.h.
| std::array<glm::mat4, MAX_SUN_SHADOW_CASCADES> Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer::lightViewProj {} |
Definition at line 424 of file RenderData.h.
| glm::vec4 Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer::params {0.0f} |
x = enabled, y = cascade count, z = map size, w = max distance
Definition at line 426 of file RenderData.h.