esp::gfx::VarianceShadowMapShader class

Public types

enum (anonymous): Magnum::UnsignedInt { ColorOutput = Magnum::Shaders::GenericGL3D::ColorOutput }
using Position = Magnum::Shaders::GenericGL3D::Position
vertex positions

Constructors, destructors, conversion operators

VarianceShadowMapShader() explicit
Constructor.
VarianceShadowMapShader(const VarianceShadowMapShader&) deleted
Copying is not allowed.
VarianceShadowMapShader(VarianceShadowMapShader&&) defaulted noexcept
Move constructor.

Public functions

auto operator=(const VarianceShadowMapShader&) -> VarianceShadowMapShader& deleted
Copying is not allowed.
auto operator=(VarianceShadowMapShader&&) -> VarianceShadowMapShader& defaulted noexcept
Move assignment.
auto setLightProjectionMatrix(const Magnum::Matrix4& matrix) -> VarianceShadowMapShader&
Set projection matrix of the light to the uniform on GPU.
auto setLightModelViewMatrix(const Magnum::Matrix4& matrix) -> VarianceShadowMapShader&
Set modelview matrix of the light to the uniform on GPU NOTE: it converts a vertex from model space to light space.

Enum documentation

enum esp::gfx::VarianceShadowMapShader::(anonymous): Magnum::UnsignedInt

Enumerators
ColorOutput

Color shader output. Generic output, present always. Expects three- or four-component floating-point or normalized buffer attachment.

Function documentation

VarianceShadowMapShader& esp::gfx::VarianceShadowMapShader::setLightProjectionMatrix(const Magnum::Matrix4& matrix)

Set projection matrix of the light to the uniform on GPU.

Returns Reference to self (for method chaining)

VarianceShadowMapShader& esp::gfx::VarianceShadowMapShader::setLightModelViewMatrix(const Magnum::Matrix4& matrix)

Set modelview matrix of the light to the uniform on GPU NOTE: it converts a vertex from model space to light space.

Returns Reference to self (for method chaining)