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Class UBOShadow

The uniform buffer object for shadow

Hierarchy

  • UBOShadow

Index

Properties

Static COUNT

COUNT: number = UBOShadow.SHADOW_SIZE_OFFSET + 4

Static MAT_LIGHT_PLANE_PROJ_OFFSET

MAT_LIGHT_PLANE_PROJ_OFFSET: number = 0

Static MAT_LIGHT_VIEW_PROJ_OFFSET

MAT_LIGHT_VIEW_PROJ_OFFSET: number = UBOShadow.MAT_LIGHT_PLANE_PROJ_OFFSET + 16

Static SHADOW_COLOR_OFFSET

SHADOW_COLOR_OFFSET: number = UBOShadow.MAT_LIGHT_VIEW_PROJ_OFFSET + 16

Static SHADOW_PCF_OFFSET

SHADOW_PCF_OFFSET: number = UBOShadow.SHADOW_COLOR_OFFSET + 4

Static SHADOW_SIZE_OFFSET

SHADOW_SIZE_OFFSET: number = UBOShadow.SHADOW_PCF_OFFSET + 4

Static SIZE

SIZE: number = UBOShadow.COUNT * 4

Object literals

Static BLOCK

BLOCK: object

binding

binding: PipelineGlobalBindings = PipelineGlobalBindings.UBO_SHADOW

count

count: number = 1

descriptorType

descriptorType: UNIFORM_BUFFER = GFXDescriptorType.UNIFORM_BUFFER

members

members: ({ count: number; name: string; type: MAT4 } | { count: number; name: string; type: FLOAT4 })[] = [{ name: 'cc_matLightPlaneProj', type: GFXType.MAT4, count: 1 },{ name: 'cc_matLightViewProj', type: GFXType.MAT4, count: 1 },{ name: 'cc_shadowColor', type: GFXType.FLOAT4, count: 1 },{ name: 'cc_shadowPCF', type: GFXType.FLOAT4, count: 1 },{ name: 'cc_shadowSize', type: GFXType.FLOAT4, count: 1 },]

name

name: string = "CCShadow"

set

set: SetIndex = SetIndex.GLOBAL

stageFlags

stageFlags: ALL = GFXShaderStageFlagBit.ALL

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