Nameless Engine
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ne::DirectionalLightNode::DirecionalLightShaderData Struct Reference

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
 

Detailed Description

Data that will be directly copied into shaders.

Member Data Documentation

◆ color

glm::vec4 ne::DirectionalLightNode::DirecionalLightShaderData::color = glm::vec4(1.0F, 1.0F, 1.0F, 1.0F)

Light color. 4th component is not used.

◆ direction

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.

◆ intensity

float ne::DirectionalLightNode::DirecionalLightShaderData::intensity = 1.0F

Light intensity.

◆ iShadowMapIndex

unsigned int ne::DirectionalLightNode::DirecionalLightShaderData::iShadowMapIndex = 0

Index in the directional shadow map array where shadow map of this light source is stored.

◆ viewProjectionMatrix

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).


The documentation for this struct was generated from the following file: