Nameless Engine
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#include <LightingShaderResourceManager.h>
Public Attributes | |
glm::mat4 | viewProjectionMatrix = glm::identity<glm::mat4>() |
glm::vec4 | position = glm::vec4(0.0F, 0.0F, 0.0F, 1.0F) |
Data that will be directly copied into shaders.
glm::vec4 ne::ShadowPassLightShaderInfo::position = glm::vec4(0.0F, 0.0F, 0.0F, 1.0F) |
World location of the light source. 4th component is not used.
glm::mat4 ne::ShadowPassLightShaderInfo::viewProjectionMatrix = glm::identity<glm::mat4>() |
Matrix that transforms data from world space to projection space light.