#include <components.h>
◆ bind()
| void Material::bind |
( |
Shader * |
shader | ) |
const |
◆ albedo
| glm::vec3 Material::albedo = glm::vec3(1.0f) |
◆ albedo_map
| Uint32 Material::albedo_map = 0 |
◆ ao
| float Material::ao = 1.0f |
◆ ao_map
| Uint32 Material::ao_map = 0 |
◆ emissive
| glm::vec3 Material::emissive = glm::vec3(0.0f) |
◆ emissive_map
| Uint32 Material::emissive_map = 0 |
◆ emissive_strength
| float Material::emissive_strength = 1.0f |
◆ metallic
| float Material::metallic = 0.0f |
◆ metallic_map
| Uint32 Material::metallic_map = 0 |
◆ normal_map
| Uint32 Material::normal_map = 0 |
◆ roughness
| float Material::roughness = 0.5f |
◆ roughness_map
| Uint32 Material::roughness_map = 0 |
◆ use_albedo_map
| bool Material::use_albedo_map = false |
◆ use_ao_map
| bool Material::use_ao_map = false |
◆ use_emissive_map
| bool Material::use_emissive_map = false |
◆ use_metallic_map
| bool Material::use_metallic_map = false |
◆ use_normal_map
| bool Material::use_normal_map = false |
◆ use_roughness_map
| bool Material::use_roughness_map = false |
The documentation for this struct was generated from the following files: