Deferred lighint render shader.
int32_t uniformGeometryBufferTextureId1
int32_t uniformColorBufferTextureUnit2
array< int32_t, Engine::LIGHTS_MAX > uniformPBRLightAmbient
array< int32_t, Engine::LIGHTS_MAX > uniformSpecularLightSpotCosCutoff
int32_t textureDiffuseEnvSampler
void initialize()
Initialize.
int32_t uniformColorBufferTextureUnit3
int32_t uniformColorBufferTextureUnit4
array< int32_t, Engine::LIGHTS_MAX > uniformSpecularLightLinearAttenuation
int32_t textureSpecularEnvSampler
array< int32_t, Engine::LIGHTS_MAX > uniformSpecularLightSpotExponent
~DeferredLightingRenderShader()
Public destructor.
array< int32_t, Engine::LIGHTS_MAX > uniformSpecularLightPosition
int32_t uniformGeometryBufferTextureId2
int32_t uniformColorBufferTextureUnit5
int32_t uniformDiffuseEnvSampler
array< int32_t, Engine::LIGHTS_MAX > uniformSpecularLightSpecular
array< int32_t, Engine::LIGHTS_MAX > uniformPBRLightRange
array< int32_t, Engine::LIGHTS_MAX > uniformPBRLightInnerConeCos
array< int32_t, Engine::LIGHTS_MAX > uniformSpecularLightRadius
array< int32_t, Engine::LIGHTS_MAX > uniformPBRLightDirection
array< int32_t, Engine::LIGHTS_MAX > uniformSpecularLightDiffuse
int32_t uniformSpecularEnvSampler
DeferredLightingRenderShader(Renderer *renderer)
Public constructor.
int32_t uniformDepthBufferTextureUnit
int32_t uniformCameraMatrix
array< int32_t, Engine::LIGHTS_MAX > uniformPBRLightOuterConeCos
void useProgram(Engine *engine)
Use render program.
array< int32_t, Engine::LIGHTS_MAX > uniformSpecularLightConstantAttenuation
array< int32_t, Engine::LIGHTS_MAX > uniformPBRLightPosition
array< int32_t, Engine::LIGHTS_MAX > uniformPBRLightColor
array< int32_t, Engine::LIGHTS_MAX > uniformPBRLightIntensity
int32_t uniformColorBufferTextureUnit1
array< int32_t, Engine::LIGHTS_MAX > uniformSpecularLightQuadraticAttenuation
array< int32_t, Engine::LIGHTS_MAX > uniformPBRLightEnabled
array< int32_t, Engine::LIGHTS_MAX > uniformPBRLightType
array< int32_t, Engine::LIGHTS_MAX > uniformSpecularLightSpotDirection
array< int32_t, Engine::LIGHTS_MAX > uniformSpecularLightEnabled
array< int32_t, Engine::LIGHTS_MAX > uniformSpecularLightAmbient
void unUseProgram()
Un use render program.
int32_t uniformGeometryBufferTextureId3