package shader_data_registry
Constants
ShaderDataStandardFlagOutline
StandardShaderDataFlags(1 << iota)
Enable
bit
will
be
set
anytime
there
are
flags
This
is
needed
because
bits
at
the
extremes
of
the
float
will
be
truncated
to
0
otherwise
By
setting
this
bit
exponent
bit
2
this
issue
can
be
prevented
ShaderDataStandardFlagEnable
1 << 30
Functions
Create
Types
ShaderDataBasicLit
struct
type ShaderDataBasicLit struct {
rendering.ShaderDataBase `visible:"false"`
Color matrix.Color
Light0 int32
Light1 int32
Light2 int32
Light3 int32
}
ShaderDataBasicLit.Size
ShaderDataEdFrustumWire
struct
type ShaderDataEdFrustumWire struct {
rendering.ShaderDataBase `visible:"false"`
Color matrix.Color
FrustumProjection matrix.Mat4
}
ShaderDataEdFrustumWire.Size
ShaderDataEdTransformWire
struct
type ShaderDataEdTransformWire struct {
rendering.ShaderDataBase `visible:"false"`
Color matrix.Color
}
ShaderDataEdTransformWire.Size
ShaderDataGrid
struct
ShaderDataGrid.Size
ShaderDataPBR
struct
type ShaderDataPBR struct {
rendering.ShaderDataBase `visible:"false"`
VertColors matrix.Color
Metallic float32
Roughness float32
Emissive float32
LightIds [4]int32 `visible:"false"`
Flags StandardShaderDataFlags `visible:"false"`
}
ShaderDataPBR.ClearFlag
ShaderDataPBR.SelectLights
ShaderDataPBR.SetFlag
ShaderDataPBR.Size
ShaderDataPBR.TestFlag
ShaderDataParticle
struct
type ShaderDataParticle struct {
rendering.ShaderDataBase `visible:"false"`
Color matrix.Color
UVs matrix.Vec4 `default:"0,0,1,1"`
}
ShaderDataParticle.Size
ShaderDataPbrSkinned
struct
type ShaderDataPbrSkinned struct {
rendering.SkinnedShaderDataHeader `visible:"false"`
rendering.ShaderDataBase `visible:"false"`
VertColors matrix.Color
Metallic float32
Roughness float32
Emissive float32
LightIds [4]int32 `visible:"false"`
Flags StandardShaderDataFlags `visible:"false"`
}
ShaderDataPbrSkinned.BoundDataPointer
ShaderDataPbrSkinned.ClearFlag
ShaderDataPbrSkinned.InstanceBoundDataSize
ShaderDataPbrSkinned.SetFlag
ShaderDataPbrSkinned.Size
ShaderDataPbrSkinned.SkinningHeader
ShaderDataPbrSkinned.TestFlag
ShaderDataPbrSkinned.UpdateBoundData
ShaderDataStandard
struct
type ShaderDataStandard struct {
rendering.ShaderDataBase `visible:"false"`
Color matrix.Color
Flags StandardShaderDataFlags `visible:"false"`
}
ShaderDataStandard.ClearFlag
ShaderDataStandard.SetFlag
ShaderDataStandard.Size
ShaderDataStandard.TestFlag
ShaderDataStandardSkinned
struct
type ShaderDataStandardSkinned struct {
rendering.SkinnedShaderDataHeader `visible:"false"`
rendering.ShaderDataBase `visible:"false"`
Color matrix.Color
Flags StandardShaderDataFlags `visible:"false"`
}
ShaderDataStandardSkinned.BoundDataPointer
ShaderDataStandardSkinned.ClearFlag
ShaderDataStandardSkinned.InstanceBoundDataSize
ShaderDataStandardSkinned.SetFlag
ShaderDataStandardSkinned.Size
ShaderDataStandardSkinned.SkinningHeader
ShaderDataStandardSkinned.TestFlag
ShaderDataStandardSkinned.UpdateBoundData
ShaderDataUnlit
struct
type ShaderDataUnlit struct {
rendering.ShaderDataBase `visible:"false"`
Color matrix.Color
UVs matrix.Vec4 `default:"0,0,1,1"`
}