Nameless Engine
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ne::Material::MaterialShaderConstants Struct Reference

Public Attributes

glm::vec4 diffuseColor = glm::vec4(1.0F, 1.0F, 1.0F, 1.0F)
 
glm::vec4 specularColor = glm::vec4(1.0F, 1.0F, 1.0F, 1.0F)
 
float roughness = 0.0F
 
float pad [3]
 

Detailed Description

Constants used by shaders.

Remarks
Should be exactly the same as constant buffer in shaders.

Member Data Documentation

◆ diffuseColor

glm::vec4 ne::Material::MaterialShaderConstants::diffuseColor = glm::vec4(1.0F, 1.0F, 1.0F, 1.0F)

Fill color. 4th component stores opacity when transparency is used.

◆ pad

float ne::Material::MaterialShaderConstants::pad[3]

Explicit padding for clarity.

◆ roughness

float ne::Material::MaterialShaderConstants::roughness = 0.0F

Defines how much specular light will be reflected.

◆ specularColor

glm::vec4 ne::Material::MaterialShaderConstants::specularColor = glm::vec4(1.0F, 1.0F, 1.0F, 1.0F)

Reflected color. 4th component is not used.


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