class
#include <esp/gfx/VarianceShadowMapShader.h>
VarianceShadowMapShader
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) |
---|