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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... | |
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.
float glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::coverage |
Radiance3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::emissive |
float glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::etaRatio |
The ratio of the indices of refraction.
etaRatio represnts the value (n1 / n2) or (etaReflect / etaTransmit).
Color3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::fresnelReflectionAtNormalIncidence |
Vector3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::geometricNormal |
In world space.
Vector3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::glossyShadingNormal |
In world space.
May be bent away from shadingNormal for anisotropic surfaces.
Color3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::lambertianReflectivity |
Glossy not taken into account.
Radiance3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::lightMapRadiance |
Point2 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::offsetTexCoord |
Point3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::position |
In world space.
Vector3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::shadingNormal |
In world space.
float glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::smoothness |
Color3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::transmissionCoefficient |
Fresnel, glossy, and lambertian not taken into account.
Vector3 glsl::UniversalMaterial_sample_glsl::UniversalMaterialSample::tsNormal |
Tangent space normal.