package shader_data_registry
Constants
ShaderDataStandardFlagOutline
ShaderDataStandardFlags(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
Color matrix.Color
Light0 float32
Light1 float32
Light2 float32
Light3 float32
}
ShaderDataBasicLit.Size
ShaderDataEdFrustumWire
struct
type ShaderDataEdFrustumWire struct {
rendering.ShaderDataBase
Color matrix.Color
FrustumProjection matrix.Mat4
}
ShaderDataEdFrustumWire.Size
ShaderDataEdTransformWire
struct
ShaderDataEdTransformWire.Size
ShaderDataGrid
struct
ShaderDataGrid.Size
ShaderDataPBR
struct
type ShaderDataPBR struct {
rendering.ShaderDataBase
VertColors matrix.Color
Metallic float32
Roughness float32
Emissive float32
Light0 float32
Light1 float32
Light2 float32
Light3 float32
}
ShaderDataPBR.Size
ShaderDataStandard
struct
type ShaderDataStandard struct {
rendering.ShaderDataBase
Color matrix.Color
Flags ShaderDataStandardFlags
}
ShaderDataStandard.ClearFlag
ShaderDataStandard.SetFlag
ShaderDataStandard.Size
ShaderDataStandard.TestFlag
ShaderDataStandardFlags
ShaderDataUnlit
struct