Uniform buffer for lighting.
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#include <Renderer.h>
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glm::vec3 | direction |
| The direction of the main light.
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float | diffuse_intensity = 1.0f |
| The intensity of the main light.
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glm::vec3 | ambient |
| The color of the ambient light.
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float | ambient_intensity = 0.1f |
| The intensity of the ambient light.
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glm::vec3 | specular |
| The color of the specular highlights.
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float | specular_intensity = 0.5f |
| The intensity of the specular highlights.
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float | alpha = 32.0f |
| The shininess of the specular highlights.
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float | _pad [3] |
| Padding to align the struct to 16 bytes, required by the GPU.
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Uniform buffer for lighting.
The documentation for this struct was generated from the following file: