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BillboardUBO Struct Reference

GPU-side uniform buffer for billboard rendering (std140 layout). More...

#include <scene.h>

Data Fields

float projection [MAT4_FLOAT_COUNT]
 
float view [MAT4_FLOAT_COUNT]
 
float previous_view_proj [MAT4_FLOAT_COUNT]
 
float cam_pos [3]
 
int32_t debug_mode
 
float screen_size [2]
 
float _pad0 [2]
 
float probe_grid_min [3]
 
int32_t gi_mode
 
float probe_grid_max [3]
 
int32_t specular_aa_enabled
 
int32_t probe_grid_dim [3]
 
int32_t aa_mode
 
float grid_to_idx_scale [3]
 
float _pad1
 

Detailed Description

GPU-side uniform buffer for billboard rendering (std140 layout).

Note
Must match layout(std140, binding = 1) in billboard_ubo.glsl.

Field Documentation

◆ _pad0

float BillboardUBO::_pad0[2]

alignment pad (offset 216)

◆ _pad1

float BillboardUBO::_pad1

alignment pad (offset 284)

◆ aa_mode

int32_t BillboardUBO::aa_mode

int u_aaMode (offset 268)

◆ cam_pos

float BillboardUBO::cam_pos[3]

vec3 camPos (offset 192)

◆ debug_mode

int32_t BillboardUBO::debug_mode

int debugMode (offset 204)

◆ gi_mode

int32_t BillboardUBO::gi_mode

int u_GIMode (offset 236)

◆ grid_to_idx_scale

float BillboardUBO::grid_to_idx_scale[3]

vec3 gridToIdx (offset 272)

◆ previous_view_proj

float BillboardUBO::previous_view_proj[MAT4_FLOAT_COUNT]

mat4 prevVP (offset 128)

◆ probe_grid_dim

int32_t BillboardUBO::probe_grid_dim[3]

ivec3 probeGridDim(offset 256)

◆ probe_grid_max

float BillboardUBO::probe_grid_max[3]

vec3 probeGridMax (offset 240)

◆ probe_grid_min

float BillboardUBO::probe_grid_min[3]

vec3 probeGridMin (offset 224)

◆ projection

float BillboardUBO::projection[MAT4_FLOAT_COUNT]

mat4 projection (offset 0)

◆ screen_size

float BillboardUBO::screen_size[2]

vec2 screenSize (offset 208)

◆ specular_aa_enabled

int32_t BillboardUBO::specular_aa_enabled

int specularAA (offset 252)

◆ view

float BillboardUBO::view[MAT4_FLOAT_COUNT]

mat4 view (offset 64)


The documentation for this struct was generated from the following file: