Properties
Static Readonly COUNT
COUNT: number = UBOForwardLight.LIGHT_DIR_OFFSET + UBOForwardLight.LIGHTS_PER_PASS * 4
Static Readonly DESCRIPTOR
DESCRIPTOR
: DescriptorSetLayoutBinding = new DescriptorSetLayoutBinding(UBOForwardLight.BINDING, DescriptorType.DYNAMIC_UNIFORM_BUFFER, 1, ShaderStageFlagBit.FRAGMENT)
Static Readonly LAYOUT
LAYOUT
: UniformBlock = new UniformBlock(SetIndex.LOCAL, UBOForwardLight.BINDING, UBOForwardLight.NAME, [new Uniform('cc_lightPos', Type.FLOAT4, UBOForwardLight.LIGHTS_PER_PASS),new Uniform('cc_lightColor', Type.FLOAT4, UBOForwardLight.LIGHTS_PER_PASS),new Uniform('cc_lightSizeRangeAngle', Type.FLOAT4, UBOForwardLight.LIGHTS_PER_PASS),new Uniform('cc_lightDir', Type.FLOAT4, UBOForwardLight.LIGHTS_PER_PASS),], 1)
Static Readonly LIGHTS_PER_PASS
LIGHTS_PER_PASS: 1 = 1
Static Readonly LIGHT_COLOR_OFFSET
LIGHT_COLOR_OFFSET: number = UBOForwardLight.LIGHT_POS_OFFSET + UBOForwardLight.LIGHTS_PER_PASS * 4
Static Readonly LIGHT_DIR_OFFSET
LIGHT_DIR_OFFSET: number = UBOForwardLight.LIGHT_SIZE_RANGE_ANGLE_OFFSET + UBOForwardLight.LIGHTS_PER_PASS * 4
Static Readonly LIGHT_POS_OFFSET
LIGHT_POS_OFFSET: 0 = 0
Static Readonly LIGHT_SIZE_RANGE_ANGLE_OFFSET
LIGHT_SIZE_RANGE_ANGLE_OFFSET: number = UBOForwardLight.LIGHT_COLOR_OFFSET + UBOForwardLight.LIGHTS_PER_PASS * 4
Static Readonly NAME
NAME: "CCForwardLight" = "CCForwardLight"
Static Readonly SIZE
SIZE: number = UBOForwardLight.COUNT * 4
The uniform buffer object for forward lighting