Forward lights general shader.  
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◆ applyLight()
  
  | 
        
          | bool GPUShaders::Common::Forward_lights::applyLight | ( | GPUPackedLight | gpuLight, |  
          |  |  | vec3 | viewSpacePos, |  
          |  |  | vec3 | viewSpaceN, |  
          |  |  | textureCubeArray | smapCube, |  
          |  |  | texture2DArray | smap2D, |  
          |  |  | out vec3 | l, |  
          |  |  | out float | shadowing |  
          |  | ) |  |  |  | inline | 
 
Compute a light contribution for a given point in forward shading. 
- Parameters
- 
  
    | gpuLight | the light packed information |  | viewSpacePos | the point position in view space |  | viewSpaceN | the surface normal in view space |  | smapCube | the cube shadow maps |  | smap2D | the 2D shadow maps |  | l | will contain the light direction for the point |  | shadowing | will contain the shadowing factor |  
 
- Returns
- true if the light contributes to the point shading 
 
 
◆ unpackLight()
Convert a forward renderer packed light to the generic shader representation. 
- Parameters
- 
  
  
- Returns
- the populated light 
 
 
◆ unpackProbe()
Convert a forward renderer packed probe to the generic shader representation. 
- Parameters
- 
  
  
- Returns
- the populated probe 
 
 
The documentation for this class was generated from the following file:
- resources/pbrdemo/shaders/forward/forward_lights.glsl