Nameless Engine
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ne::ShadowPassLightShaderInfo Struct Reference

#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)
 

Detailed Description

Data that will be directly copied into shaders.

Member Data Documentation

◆ position

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.

◆ viewProjectionMatrix

glm::mat4 ne::ShadowPassLightShaderInfo::viewProjectionMatrix = glm::identity<glm::mat4>()

Matrix that transforms data from world space to projection space light.


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