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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 |
GPU-side uniform buffer for billboard rendering (std140 layout).
| float BillboardUBO::_pad0[2] |
alignment pad (offset 216)
| float BillboardUBO::_pad1 |
alignment pad (offset 284)
| int32_t BillboardUBO::aa_mode |
int u_aaMode (offset 268)
| float BillboardUBO::cam_pos[3] |
vec3 camPos (offset 192)
| int32_t BillboardUBO::debug_mode |
int debugMode (offset 204)
| int32_t BillboardUBO::gi_mode |
int u_GIMode (offset 236)
| float BillboardUBO::grid_to_idx_scale[3] |
vec3 gridToIdx (offset 272)
| float BillboardUBO::previous_view_proj[MAT4_FLOAT_COUNT] |
mat4 prevVP (offset 128)
| int32_t BillboardUBO::probe_grid_dim[3] |
ivec3 probeGridDim(offset 256)
| float BillboardUBO::probe_grid_max[3] |
vec3 probeGridMax (offset 240)
| float BillboardUBO::probe_grid_min[3] |
vec3 probeGridMin (offset 224)
| float BillboardUBO::projection[MAT4_FLOAT_COUNT] |
mat4 projection (offset 0)
| float BillboardUBO::screen_size[2] |
vec2 screenSize (offset 208)
| int32_t BillboardUBO::specular_aa_enabled |
int specularAA (offset 252)
| float BillboardUBO::view[MAT4_FLOAT_COUNT] |
mat4 view (offset 64)