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glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample Struct Reference


Stores interpolated samples of the UniversalMaterial parameters in the particular encoding format used for that class and struct (including vertex properties). More...

Public Attributes

float coverage
 
Radiance3 emissive
 
float etaRatio
 The ratio of the indices of refraction. More...
 
Color3 fresnelReflectionAtNormalIncidence
 
Vector3 geometricNormal
 In world space. More...
 
Vector3 glossyShadingNormal
 In world space. More...
 
Color3 lambertianReflectivity
 Glossy not taken into account. More...
 
Radiance3 lightMapRadiance
 
Point2 offsetTexCoord
 
Point3 position
 In world space. More...
 
Vector3 shadingNormal
 In world space. More...
 
float smoothness
 
Color3 transmissionCoefficient
 Fresnel, glossy, and lambertian not taken into account. More...
 
Vector3 tsNormal
 Tangent space normal. More...
 

Detailed Description


Stores interpolated samples of the UniversalMaterial parameters in the particular encoding format used for that class and struct (including vertex properties).

This is also the format used by the GBuffer.

See also
UniversalSurfel

Member Data Documentation

◆ coverage

float glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::coverage

◆ emissive

Radiance3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::emissive

◆ etaRatio

float glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::etaRatio

The ratio of the indices of refraction.

etaRatio represnts the value (n1 / n2) or (etaReflect / etaTransmit).

◆ fresnelReflectionAtNormalIncidence

Color3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::fresnelReflectionAtNormalIncidence

◆ geometricNormal

Vector3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::geometricNormal

In world space.

◆ glossyShadingNormal

Vector3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::glossyShadingNormal

In world space.

May be bent away from shadingNormal for anisotropic surfaces.

◆ lambertianReflectivity

Color3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::lambertianReflectivity

Glossy not taken into account.

◆ lightMapRadiance

Radiance3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::lightMapRadiance

◆ offsetTexCoord

Point2 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::offsetTexCoord

◆ position

Point3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::position

In world space.

◆ shadingNormal

Vector3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::shadingNormal

In world space.

◆ smoothness

float glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::smoothness

◆ transmissionCoefficient

Color3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::transmissionCoefficient

Fresnel, glossy, and lambertian not taken into account.

◆ tsNormal

Vector3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::tsNormal

Tangent space normal.


documentation generated on Wed Nov 24 2021 08:02:04 using doxygen 1.8.15