Properties
Static Readonly BINDING
BINDING
: UBO_SHADOW = PipelineGlobalBindings.UBO_SHADOW
Static Readonly COUNT
COUNT: number = UBOShadow.SHADOW_INFO_OFFSET + 4
Static Readonly DESCRIPTOR
DESCRIPTOR
: DescriptorSetLayoutBinding = new DescriptorSetLayoutBinding(UBOShadow.BINDING, DescriptorType.UNIFORM_BUFFER, 1, ShaderStageFlagBit.ALL)
Static Readonly LAYOUT
LAYOUT
: UniformBlock = new UniformBlock(SetIndex.GLOBAL, UBOShadow.BINDING, UBOShadow.NAME, [new Uniform('cc_matLightPlaneProj', Type.MAT4, 1),new Uniform('cc_matLightViewProj', Type.MAT4, 1),new Uniform('cc_shadowColor', Type.FLOAT4, 1),new Uniform('cc_shadowInfo', Type.FLOAT4, 1),], 1)
Static Readonly MAT_LIGHT_PLANE_PROJ_OFFSET
MAT_LIGHT_PLANE_PROJ_OFFSET: 0 = 0
Static Readonly MAT_LIGHT_VIEW_PROJ_OFFSET
MAT_LIGHT_VIEW_PROJ_OFFSET: number = UBOShadow.MAT_LIGHT_PLANE_PROJ_OFFSET + 16
Static Readonly NAME
NAME: "CCShadow" = "CCShadow"
Static Readonly SHADOW_COLOR_OFFSET
SHADOW_COLOR_OFFSET: number = UBOShadow.MAT_LIGHT_VIEW_PROJ_OFFSET + 16
Static Readonly SHADOW_INFO_OFFSET
SHADOW_INFO_OFFSET: number = UBOShadow.SHADOW_COLOR_OFFSET + 4
Static Readonly SIZE
SIZE: number = UBOShadow.COUNT * 4
The uniform buffer object for shadow