Nameless Engine
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ne::PointLightNode::PointLightShaderData Struct Reference

Public Attributes

glm::vec4 position = glm::vec4(0.0F, 0.0F, 0.0F, 1.0F)
 
glm::vec4 color = glm::vec4(1.0F, 1.0F, 1.0F, 1.0F)
 
float intensity = 1.0F
 
float distance = 1.0F
 
unsigned int iShadowMapIndex = 0
 

Detailed Description

Data that will be directly copied into shaders.

Member Data Documentation

◆ color

glm::vec4 ne::PointLightNode::PointLightShaderData::color = glm::vec4(1.0F, 1.0F, 1.0F, 1.0F)

Light color. 4th component is not used.

◆ distance

float ne::PointLightNode::PointLightShaderData::distance = 1.0F

Lit distance.

◆ intensity

float ne::PointLightNode::PointLightShaderData::intensity = 1.0F

Light intensity.

◆ iShadowMapIndex

unsigned int ne::PointLightNode::PointLightShaderData::iShadowMapIndex = 0

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

◆ position

glm::vec4 ne::PointLightNode::PointLightShaderData::position = glm::vec4(0.0F, 0.0F, 0.0F, 1.0F)

Light position in world space. 4th component is not used.


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