CG_Labs  2021.2
Public Attributes | List of all members
anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations Struct Reference

Public Attributes

GLuint ubo_CameraViewProjTransforms { 0u }
 
GLuint ubo_LightViewProjTransforms { 0u }
 
GLuint light_index { 0u }
 
GLuint vertex_model_to_world { 0u }
 
GLuint vertex_world_to_clip { 0u }
 
GLuint vertex_clip_to_world { 0u }
 
GLuint depth_texture { 0u }
 
GLuint normal_texture { 0u }
 
GLuint shadow_texture { 0u }
 
GLuint camera_position { 0u }
 
GLuint inverse_screen_resolution { 0u }
 
GLuint light_color { 0u }
 
GLuint light_position { 0u }
 
GLuint light_direction { 0u }
 
GLuint light_intensity { 0u }
 
GLuint light_angle_falloff { 0u }
 

Member Data Documentation

◆ camera_position

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::camera_position { 0u }

◆ depth_texture

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::depth_texture { 0u }

◆ inverse_screen_resolution

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::inverse_screen_resolution { 0u }

◆ light_angle_falloff

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::light_angle_falloff { 0u }

◆ light_color

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::light_color { 0u }

◆ light_direction

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::light_direction { 0u }

◆ light_index

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::light_index { 0u }

◆ light_intensity

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::light_intensity { 0u }

◆ light_position

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::light_position { 0u }

◆ normal_texture

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::normal_texture { 0u }

◆ shadow_texture

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::shadow_texture { 0u }

◆ ubo_CameraViewProjTransforms

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::ubo_CameraViewProjTransforms { 0u }

◆ ubo_LightViewProjTransforms

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::ubo_LightViewProjTransforms { 0u }

◆ vertex_clip_to_world

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::vertex_clip_to_world { 0u }

◆ vertex_model_to_world

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::vertex_model_to_world { 0u }

◆ vertex_world_to_clip

GLuint anonymous_namespace{assignment2.cpp}::AccumulateLightsShaderLocations::vertex_world_to_clip { 0u }

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