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standard.ShaderUniformVariable Class Reference
Inheritance diagram for standard.ShaderUniformVariable:

Static Public Attributes

 CAMERA_TO_CLIP = auto()
 
 WORLD_TO_CAMERA = auto()
 
 LOCAL_TO_WORLD = auto()
 
 TRANSFORM = auto()
 
 ASPECT_RATIO = auto()
 
 TEXTURE_SAMPLER = auto()
 
 SKYBOX_TEXTURE_UNIT = auto()
 
 TEXT_TEXTURE_UNIT = auto()
 
 COLOR = auto()
 
 RGB_COLOR = auto()
 
 RGBA_COLOR = auto()
 
 AMBIENT_LIGHT_STRENGTH = auto()
 
 AMBIENT_LIGHT_COLOR = auto()
 
 DIFFUSE_LIGHT_POSITION = auto()
 
 POSITION_TEXTURE = auto()
 
 NORMAL_TEXTURE = auto()
 
 COLOR_TEXTURE = auto()
 
 LIGHT_SPACE_DEPTH_MAP = auto()
 
 LIGHT_POSITION = auto()
 
 WORLD_TO_LIGHT = auto()
 
 CAMERA_POSITION = auto()
 
 DIR_LIGHT = auto()
 
 POINT_LIGHTS = auto()
 
 SPOT_LIGHT = auto()
 
 SPOTLIGHT_STRUCT_POSITION = auto()
 
 SPOTLIGHT_STRUCT_DIRECTION = auto()
 
 SPOTLIGHT_STRUCT_CUTOFF = auto()
 
 SPOTLIGHT_STRUCT_OUTER_CUTOFF = auto()
 
 SPOTLIGHT_STRUCT_CONSTANT = auto()
 
 SPOTLIGHT_STRUCT_LINEAR = auto()
 
 SPOTLIGHT_STRUCT_QUADRATIC = auto()
 
 SPOTLIGHT_STRUCT_AMBIENT = auto()
 
 SPOTLIGHT_STRUCT_DIFFUSE = auto()
 
 SPOTLIGHT_STRUCT_SPECULAR = auto()
 
 POINTLIGHT_STRUCT_POSITION = auto()
 
 POINTLIGHT_STRUCT_CONSTANT = auto()
 
 POINTLIGHT_STRUCT_LINEAR = auto()
 
 POINTLIGHT_STRUCT_QUADRATIC = auto()
 
 POINTLIGHT_STRUCT_AMBIENT = auto()
 
 POINTLIGHT_STRUCT_DIFFUSE = auto()
 
 POINTLIGHT_STRUCT_SPECULAR = auto()
 
 DIRLIGHT_STRUCT_DIRECTION = auto()
 
 DIRLIGHT_STRUCT_CONSTANT = auto()
 
 DIRLIGHT_STRUCT_LINEAR = auto()
 
 DIRLIGHT_STRUCT_QUADRATIC = auto()
 
 DIRLIGHT_STRUCT_AMBIENT = auto()
 
 DIRLIGHT_STRUCT_DIFFUSE = auto()
 
 DIRLIGHT_STRUCT_SPECULAR = auto()
 
 CHARACTER_WIDTH = auto()
 
 EDGE_TRANSITION_WIDTH = auto()
 
 ID_OF_BONE_TO_VISUALIZE = auto()
 
 BONE_ANIMATION_TRANSFORMS = auto()
 
 PACKED_TEXTURES = auto()
 
 PACKED_TEXTURE_BOUNDING_BOXES = auto()
 

Member Data Documentation

◆ AMBIENT_LIGHT_COLOR

standard.ShaderUniformVariable.AMBIENT_LIGHT_COLOR = auto()
static

◆ AMBIENT_LIGHT_STRENGTH

standard.ShaderUniformVariable.AMBIENT_LIGHT_STRENGTH = auto()
static

◆ ASPECT_RATIO

standard.ShaderUniformVariable.ASPECT_RATIO = auto()
static

◆ BONE_ANIMATION_TRANSFORMS

standard.ShaderUniformVariable.BONE_ANIMATION_TRANSFORMS = auto()
static

◆ CAMERA_POSITION

standard.ShaderUniformVariable.CAMERA_POSITION = auto()
static

◆ CAMERA_TO_CLIP

standard.ShaderUniformVariable.CAMERA_TO_CLIP = auto()
static

◆ CHARACTER_WIDTH

standard.ShaderUniformVariable.CHARACTER_WIDTH = auto()
static

◆ COLOR

standard.ShaderUniformVariable.COLOR = auto()
static

◆ COLOR_TEXTURE

standard.ShaderUniformVariable.COLOR_TEXTURE = auto()
static

◆ DIFFUSE_LIGHT_POSITION

standard.ShaderUniformVariable.DIFFUSE_LIGHT_POSITION = auto()
static

◆ DIR_LIGHT

standard.ShaderUniformVariable.DIR_LIGHT = auto()
static

◆ DIRLIGHT_STRUCT_AMBIENT

standard.ShaderUniformVariable.DIRLIGHT_STRUCT_AMBIENT = auto()
static

◆ DIRLIGHT_STRUCT_CONSTANT

standard.ShaderUniformVariable.DIRLIGHT_STRUCT_CONSTANT = auto()
static

◆ DIRLIGHT_STRUCT_DIFFUSE

standard.ShaderUniformVariable.DIRLIGHT_STRUCT_DIFFUSE = auto()
static

◆ DIRLIGHT_STRUCT_DIRECTION

standard.ShaderUniformVariable.DIRLIGHT_STRUCT_DIRECTION = auto()
static

◆ DIRLIGHT_STRUCT_LINEAR

standard.ShaderUniformVariable.DIRLIGHT_STRUCT_LINEAR = auto()
static

◆ DIRLIGHT_STRUCT_QUADRATIC

standard.ShaderUniformVariable.DIRLIGHT_STRUCT_QUADRATIC = auto()
static

◆ DIRLIGHT_STRUCT_SPECULAR

standard.ShaderUniformVariable.DIRLIGHT_STRUCT_SPECULAR = auto()
static

◆ EDGE_TRANSITION_WIDTH

standard.ShaderUniformVariable.EDGE_TRANSITION_WIDTH = auto()
static

◆ ID_OF_BONE_TO_VISUALIZE

standard.ShaderUniformVariable.ID_OF_BONE_TO_VISUALIZE = auto()
static

◆ LIGHT_POSITION

standard.ShaderUniformVariable.LIGHT_POSITION = auto()
static

◆ LIGHT_SPACE_DEPTH_MAP

standard.ShaderUniformVariable.LIGHT_SPACE_DEPTH_MAP = auto()
static

◆ LOCAL_TO_WORLD

standard.ShaderUniformVariable.LOCAL_TO_WORLD = auto()
static

◆ NORMAL_TEXTURE

standard.ShaderUniformVariable.NORMAL_TEXTURE = auto()
static

◆ PACKED_TEXTURE_BOUNDING_BOXES

standard.ShaderUniformVariable.PACKED_TEXTURE_BOUNDING_BOXES = auto()
static

◆ PACKED_TEXTURES

standard.ShaderUniformVariable.PACKED_TEXTURES = auto()
static

◆ POINT_LIGHTS

standard.ShaderUniformVariable.POINT_LIGHTS = auto()
static

◆ POINTLIGHT_STRUCT_AMBIENT

standard.ShaderUniformVariable.POINTLIGHT_STRUCT_AMBIENT = auto()
static

◆ POINTLIGHT_STRUCT_CONSTANT

standard.ShaderUniformVariable.POINTLIGHT_STRUCT_CONSTANT = auto()
static

◆ POINTLIGHT_STRUCT_DIFFUSE

standard.ShaderUniformVariable.POINTLIGHT_STRUCT_DIFFUSE = auto()
static

◆ POINTLIGHT_STRUCT_LINEAR

standard.ShaderUniformVariable.POINTLIGHT_STRUCT_LINEAR = auto()
static

◆ POINTLIGHT_STRUCT_POSITION

standard.ShaderUniformVariable.POINTLIGHT_STRUCT_POSITION = auto()
static

◆ POINTLIGHT_STRUCT_QUADRATIC

standard.ShaderUniformVariable.POINTLIGHT_STRUCT_QUADRATIC = auto()
static

◆ POINTLIGHT_STRUCT_SPECULAR

standard.ShaderUniformVariable.POINTLIGHT_STRUCT_SPECULAR = auto()
static

◆ POSITION_TEXTURE

standard.ShaderUniformVariable.POSITION_TEXTURE = auto()
static

◆ RGB_COLOR

standard.ShaderUniformVariable.RGB_COLOR = auto()
static

◆ RGBA_COLOR

standard.ShaderUniformVariable.RGBA_COLOR = auto()
static

◆ SKYBOX_TEXTURE_UNIT

standard.ShaderUniformVariable.SKYBOX_TEXTURE_UNIT = auto()
static

◆ SPOT_LIGHT

standard.ShaderUniformVariable.SPOT_LIGHT = auto()
static

◆ SPOTLIGHT_STRUCT_AMBIENT

standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_AMBIENT = auto()
static

◆ SPOTLIGHT_STRUCT_CONSTANT

standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_CONSTANT = auto()
static

◆ SPOTLIGHT_STRUCT_CUTOFF

standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_CUTOFF = auto()
static

◆ SPOTLIGHT_STRUCT_DIFFUSE

standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_DIFFUSE = auto()
static

◆ SPOTLIGHT_STRUCT_DIRECTION

standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_DIRECTION = auto()
static

◆ SPOTLIGHT_STRUCT_LINEAR

standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_LINEAR = auto()
static

◆ SPOTLIGHT_STRUCT_OUTER_CUTOFF

standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_OUTER_CUTOFF = auto()
static

◆ SPOTLIGHT_STRUCT_POSITION

standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_POSITION = auto()
static

◆ SPOTLIGHT_STRUCT_QUADRATIC

standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_QUADRATIC = auto()
static

◆ SPOTLIGHT_STRUCT_SPECULAR

standard.ShaderUniformVariable.SPOTLIGHT_STRUCT_SPECULAR = auto()
static

◆ TEXT_TEXTURE_UNIT

standard.ShaderUniformVariable.TEXT_TEXTURE_UNIT = auto()
static

◆ TEXTURE_SAMPLER

standard.ShaderUniformVariable.TEXTURE_SAMPLER = auto()
static

◆ TRANSFORM

standard.ShaderUniformVariable.TRANSFORM = auto()
static

◆ WORLD_TO_CAMERA

standard.ShaderUniformVariable.WORLD_TO_CAMERA = auto()
static

◆ WORLD_TO_LIGHT

standard.ShaderUniformVariable.WORLD_TO_LIGHT = auto()
static

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