Nameless Engine
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Public Attributes | |
glm::mat4 | viewProjectionMatrix = glm::identity<glm::mat4>() |
glm::vec4 | direction = glm::vec4(0.0F, 0.0F, 0.0F, 0.0F) |
glm::vec4 | color = glm::vec4(1.0F, 1.0F, 1.0F, 1.0F) |
float | intensity = 1.0F |
unsigned int | iShadowMapIndex = 0 |
Data that will be directly copied into shaders.
glm::vec4 ne::DirectionalLightNode::DirecionalLightShaderData::color = glm::vec4(1.0F, 1.0F, 1.0F, 1.0F) |
Light color. 4th component is not used.
glm::vec4 ne::DirectionalLightNode::DirecionalLightShaderData::direction = glm::vec4(0.0F, 0.0F, 0.0F, 0.0F) |
Light forward unit vector (direction). 4th component is not used.
float ne::DirectionalLightNode::DirecionalLightShaderData::intensity = 1.0F |
Light intensity.
unsigned int ne::DirectionalLightNode::DirecionalLightShaderData::iShadowMapIndex = 0 |
Index in the directional shadow map array where shadow map of this light source is stored.
glm::mat4 ne::DirectionalLightNode::DirecionalLightShaderData::viewProjectionMatrix = glm::identity<glm::mat4>() |
Matrix that transforms data (such as positions) to clip (projection) space of the light source (used for shadow mapping).