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_glsl | inline |
attenuationThreshold | glsl::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_glsl | inline |
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_glsl | inline |
linstep(float minV, float maxV, float v) | glsl::Light_glsl | inline |
reduceLightBleeding(float p_max, float amount) | glsl::Light_glsl | inline |
shadowFetch(sampler2DShadow shadowMap, vec3 coord, vec2 invSize) | glsl::Light_glsl | inline |
shadowMapVisibility(vec3 lightDirection, vec4 lightPosition, vec4 lightAttenuation, vec4 shadowCoord, sampler2DShadow shadowMap, vec2 invSize, const bool highQualityFiltering) | glsl::Light_glsl | inline |
spotLightFalloff(vec3 w_i, vec3 lightLookVector, vec3 lightRightVector, vec3 lightUpVector, bool rectangular, float cosHalfAngle, float lightSoftnessConstant) | glsl::Light_glsl | inline |
varianceShadowMapVisibility(vec4 shadowCoord, float lightSpaceZ, sampler2D varianceShadowMap, float lightBleedReduction) | glsl::Light_glsl | inline |