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Per-instance data sent to the shader via an instanced VBO. More...
#include <instanced_rendering.h>
Data Fields | |
| mat4 | model |
| vec3 | albedo |
| float | metallic |
| float | roughness |
| float | ao |
| float | padding |
| float | _pad [9] |
Per-instance data sent to the shader via an instanced VBO.
This structure is 64-byte aligned to ensure optimal GPU throughput and compatibility with SIMD-based sorting or physics.
| float SphereInstance::_pad |
| vec3 SphereInstance::albedo |
Base color (linear RGB).
| float SphereInstance::ao |
Ambient occlusion factor.
| float SphereInstance::metallic |
PBR metallic factor (0.0 - 1.0).
| mat4 SphereInstance::model |
4x4 Transformation matrix.
| float SphereInstance::padding |
Alignment padding.
| float SphereInstance::roughness |
PBR roughness factor (0.0 - 1.0).