Support Forum       G3D Web Page     
glsl::Light_glsl Member List

This is the complete list of members for glsl::Light_glsl, including all inherited members.

addLightContribution(in vec3 n, in vec3 glossyN, in vec3 w_o, in vec3 wsPosition, in float glossyExponent, in vec4 light_position, in vec4 light_attenuation, in float light_softnessConstant, in vec3 light_look, in vec3 light_upVector, in vec3 light_rightVector, in bool light_rectangular, in float light_radius, in vec3 light_color, in float light_shadowMap_bias, in Matrix4 light_shadowMap_MVP, in sampler2DShadow light_shadowMap_texture_buffer, const in bool light_shadowMap_texture_notNull, in vec2 light_shadowMap_texture_invSize, in sampler2D light_shadowMap_vsmTexture_buffer, const in bool light_shadowMap_vsmTexture_notNull, in float light_shadowMap_vsmLightBleedReduction, in vec3 tan_Z, in float backside, inout vec3 I_lambertian, inout vec3 I_glossy, out vec3 w_i)glsl::Light_glslinline
attenuationThresholdglsl::Light_glsl
computeAttenuation(in vec3 n, in vec4 lightPosition, in vec4 lightAttenuation, in float lightSoftnessConstant, in vec3 wsPosition, in vec3 lightLook, in vec3 lightUpVector, in vec3 lightRightVector, in bool lightRectangular, in float lightRadius, out vec3 w_i)glsl::Light_glslinline
computeShading(in vec3 wsN, in vec3 wsGlossyN, in vec3 wsE, in float attenuation, in float glossyExponent, in vec3 lightColor, inout vec3 I_lambertian, inout vec3 I_glossy, in vec3 wsL)glsl::Light_glslinline
linstep(float minV, float maxV, float v)glsl::Light_glslinline
reduceLightBleeding(float p_max, float amount)glsl::Light_glslinline
shadowFetch(sampler2DShadow shadowMap, vec3 coord, vec2 invSize)glsl::Light_glslinline
shadowMapVisibility(vec3 lightDirection, vec4 lightPosition, vec4 lightAttenuation, vec4 shadowCoord, sampler2DShadow shadowMap, vec2 invSize, const bool highQualityFiltering)glsl::Light_glslinline
spotLightFalloff(vec3 w_i, vec3 lightLookVector, vec3 lightRightVector, vec3 lightUpVector, bool rectangular, float cosHalfAngle, float lightSoftnessConstant)glsl::Light_glslinline
varianceShadowMapVisibility(vec4 shadowCoord, float lightSpaceZ, sampler2D varianceShadowMap, float lightBleedReduction)glsl::Light_glslinline

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