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sv::ShaderStandardVariables Struct Reference

Holds the GLSL locations of shader variables. More...

#include <sceneview/shader_resource.hpp>

Public Attributes

int sv_proj_mat
 Projection matrix. More...
 
int sv_view_mat
 View matrix. More...
 
int sv_view_mat_inv
 View matrix inverse. More...
 
int sv_model_mat
 Model matrix. More...
 
int sv_mvp_mat
 Model-view-projection matrix. More...
 
int sv_mv_mat
 Model-view matrix. More...
 
int sv_model_normal_mat
 Model normal matrix. More...
 
std::vector< ShaderLightLocationsv_lights
 
int sv_vert_pos
 Vertex position.
 
int sv_normal
 Vertex normal vector.
 
int sv_diffuse
 Per-vertex diffuse color.
 
int sv_ambient
 Per-vertex ambient color.
 
int sv_specular
 Per-vertex specular color.
 
int sv_shininess
 Per-vertex shininess.
 
int sv_tex_coords_0
 Texture coordinates set 0.
 

Detailed Description

Holds the GLSL locations of shader variables.

Queried via glGetUniformLocation() and glGetVertexAttribPointer().

Member Data Documentation

int sv::ShaderStandardVariables::sv_model_mat

Model matrix.

Transforms from model space to world space. Type: mat4

int sv::ShaderStandardVariables::sv_model_normal_mat

Model normal matrix.

Transforms normals from model space to world space. Type: mat3

int sv::ShaderStandardVariables::sv_mv_mat

Model-view matrix.

Composition of matrices: mv = view * model Type: mat4

int sv::ShaderStandardVariables::sv_mvp_mat

Model-view-projection matrix.

Composition of matrices: mvp = projection * view * model Type: mat4

int sv::ShaderStandardVariables::sv_proj_mat

Projection matrix.

Transforms from camera eye space to clip space. Type: mat4

int sv::ShaderStandardVariables::sv_view_mat

View matrix.

Transforms from world space to camera eye space. Type: mat4

int sv::ShaderStandardVariables::sv_view_mat_inv

View matrix inverse.

Transforms from camera eye space to world space. Type: mat4


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