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Suckless OGL 1.0.0
A lean, high-performance C11 PBR Renderer
InstancedUniforms Struct Reference

Cached uniform locations for PBR instanced rendering. More...

#include <scene.h>

Data Fields

GLint irradiance_map
 
GLint prefilter_map
 
GLint brdf_lut
 
GLint debug_mode
 
GLint cam_pos
 
GLint projection
 
GLint view
 
GLint previous_view_proj
 
GLint probe_grid_min
 
GLint probe_grid_max
 
GLint probe_grid_dim
 
GLint gi_mode
 
GLint u_specular_aa_enabled
 
GLint u_aa_mode
 
GLint sh_textures [SH_TEXTURE_COUNT]
 

Detailed Description

Cached uniform locations for PBR instanced rendering.

Field Documentation

◆ brdf_lut

GLint InstancedUniforms::brdf_lut

Location of 'brdfLUT'

◆ cam_pos

GLint InstancedUniforms::cam_pos

Location of 'camPos'

◆ debug_mode

GLint InstancedUniforms::debug_mode

Location of 'debugMode'

◆ gi_mode

GLint InstancedUniforms::gi_mode

Location of 'u_GIMode'

◆ irradiance_map

GLint InstancedUniforms::irradiance_map

Location of 'irradianceMap'

◆ prefilter_map

GLint InstancedUniforms::prefilter_map

Location of 'prefilterMap'

◆ previous_view_proj

GLint InstancedUniforms::previous_view_proj

Location of 'previousViewProj'

◆ probe_grid_dim

GLint InstancedUniforms::probe_grid_dim

Location of 'u_ProbeGridDim'

◆ probe_grid_max

GLint InstancedUniforms::probe_grid_max

Location of 'u_ProbeGridMax'

◆ probe_grid_min

GLint InstancedUniforms::probe_grid_min

Location of 'u_ProbeGridMin'

◆ projection

GLint InstancedUniforms::projection

Location of 'projection'

◆ sh_textures

GLint InstancedUniforms::sh_textures[SH_TEXTURE_COUNT]

Locations of 'u_SHTexture0-6'

◆ u_aa_mode

GLint InstancedUniforms::u_aa_mode

Location of 'u_aaMode'

◆ u_specular_aa_enabled

GLint InstancedUniforms::u_specular_aa_enabled

Location of 'u_specularAAEnabled'

◆ view

GLint InstancedUniforms::view

Location of 'view'


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