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Vulkan Schnee 0.0.1 (22840dc8)
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 {} |
| Light view-projection matrix per cascade. | |
| 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 492 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 497 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 498 of file RenderData.h.
| glm::vec4 Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer::cascadeSplits { 0.0f } |
Camera-forward far split per cascade.
Definition at line 495 of file RenderData.h.
| std::array<glm::mat4, MAX_SUN_SHADOW_CASCADES> Engine::Rendering::GpuBuffers::SunShadowCascadeBuffer::lightViewProj {} |
Light view-projection matrix per cascade.
Definition at line 494 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 496 of file RenderData.h.