alpha | glsl::ParticleSurface_render_geo | |
bias | glsl::ParticleSurface_render_geo | |
boostSaturation(float3 color, float boost) | glsl::ParticleSurface_render_geo | inline |
computeLight(Point3 wsPosition, Vector3 normal, float normalConfidence, Vector3 wsLookVector, bool receivesShadows) | glsl::ParticleSurface_render_geo | inline |
emit(float x, float y, Vector3 normal, float normalConfidence, Vector3 wsLook, bool receivesShadows, Vector2 csRight, Vector2 csUp, Vector3 wsRight, Vector3 wsUp) | glsl::ParticleSurface_render_geo | inline |
ENVIRONMENT_SCALE | glsl::ParticleSurface_render_geo | |
geoOutputs | glsl::ParticleSurface_render_geo | |
layout(points) in | glsl::ParticleSurface_render_geo | |
layout(triangle_strip, max_vertices=8) out | glsl::ParticleSurface_render_geo | |
layout(location=0) in Point3 wsCenterVertexOutput[] | glsl::ParticleSurface_render_geo | |
layout(location=1) in float3 shapeVertexOutput[] | glsl::ParticleSurface_render_geo | |
layout(location=2) in int4 materialPropertiesVertexOutput[] | glsl::ParticleSurface_render_geo | |
layout(location=3) in float angleVertexOutput[] | glsl::ParticleSurface_render_geo | |
layout(location=4) in Vector3 normalVertexOutput[] | glsl::ParticleSurface_render_geo | |
layout(location=5) in float normalWeightVertexOutput[] | glsl::ParticleSurface_render_geo | |
main() | glsl::ParticleSurface_render_geo | inline |
material | glsl::ParticleSurface_render_geo | |
nearPlaneZ | glsl::ParticleSurface_render_geo | |
project(Vector4 v) | glsl::ParticleSurface_render_geo | inline |
RECEIVES_SHADOWS_MASK | glsl::ParticleSurface_render_geo | |
textureGridInvSize | glsl::ParticleSurface_render_geo | |
textureGridSize | glsl::ParticleSurface_render_geo | |
WRAP_SHADING_AMOUNT | glsl::ParticleSurface_render_geo | |