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int32_t | AtShaderGlobals::x |
| | X raster-space coordinate of this ray tree
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int32_t | AtShaderGlobals::y |
| | Y raster-space coordinate of this ray tree
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float | AtShaderGlobals::px |
| | subpixel X coordinate of this ray in [0,1)
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float | AtShaderGlobals::py |
| | subpixel Y coordinate of this ray in [0,1)
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uint16_t | AtShaderGlobals::si |
| | subpixel sample index
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uint16_t | AtShaderGlobals::transp_index |
| | transparency index
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AtVector | AtShaderGlobals::Ro |
| | ray origin (typically the camera position)
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AtVector | AtShaderGlobals::Rd |
| | ray direction (normalized)
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float | AtShaderGlobals::Rl |
| | ray length (|Ro-P|)
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uint16_t | AtShaderGlobals::tid |
| | thread ID
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uint8_t | AtShaderGlobals::Rt |
| | ray type
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uint8_t | AtShaderGlobals::bounces |
| | recursion level for the ray that created this hit
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uint8_t | AtShaderGlobals::bounces_diffuse |
| | ray diffuse depth level
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uint8_t | AtShaderGlobals::bounces_specular |
| | ray specular depth level
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uint8_t | AtShaderGlobals::bounces_reflect |
| | ray reflection depth level
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uint8_t | AtShaderGlobals::bounces_transmit |
| | ray transmission depth level
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uint8_t | AtShaderGlobals::bounces_volume |
| | ray volume depth level
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bool | AtShaderGlobals::fhemi |
| | force hemispherical lighting (use only upper hemisphere)
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float | AtShaderGlobals::time |
| | absolute time, between shutter-open and shutter-close
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AtNode * | AtShaderGlobals::Op |
| | pointer to the object being shaded
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AtNode * | AtShaderGlobals::proc |
| | pointer to the procedural object (if exists)
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AtNode * | AtShaderGlobals::shader |
| | pointer to the current shader
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const AtShaderGlobals * | AtShaderGlobals::psg |
| | parent shader globals (last shaded)
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AtVector | AtShaderGlobals::Po |
| | shading point in object-space
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AtVector | AtShaderGlobals::P |
| | shading point in world-space
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AtVector | AtShaderGlobals::dPdx |
| | surface derivative wrt screen X-axis
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AtVector | AtShaderGlobals::dPdy |
| | surface derivative wrt screen Y-axis
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AtVector | AtShaderGlobals::N |
| | shading normal (in object space during displacement)
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AtVector | AtShaderGlobals::Nf |
| | face-forward shading normal
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AtVector | AtShaderGlobals::Ng |
| | geometric normal
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AtVector | AtShaderGlobals::Ngf |
| | face-forward geometric normal
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AtVector | AtShaderGlobals::Ns |
| | smoothed normal (same as N but without bump)
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float | AtShaderGlobals::bu |
| | barycentric coordinate (aka alpha, or u)
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float | AtShaderGlobals::bv |
| | barycentric coordinate (aka beta, or v)
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float | AtShaderGlobals::u |
| | U surface parameter
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float | AtShaderGlobals::v |
| | V surface parameter
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uint32_t | AtShaderGlobals::fi |
| | primitive ID (triangle, curve segment, etc)
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AtMatrix | AtShaderGlobals::M |
| | local-to-world matrix transform
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AtMatrix | AtShaderGlobals::Minv |
| | world-to-local matrix transform
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AtNode ** | AtShaderGlobals::lights |
| | array of active lights at this shading context
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AtLightSample * | AtShaderGlobals::light_filter |
| | light sample (for light filter shaders)
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uint32_t | AtShaderGlobals::nlights |
| | number of active lights at this shading context
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AtVector | AtShaderGlobals::dPdu |
| | surface derivative wrt U parameter
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AtVector | AtShaderGlobals::dPdv |
| | surface derivative wrt V parameter
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AtVector | AtShaderGlobals::dDdx |
| | ray direction derivative wrt screen X-axis
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AtVector | AtShaderGlobals::dDdy |
| | ray direction derivative wrt screen Y-axis
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AtVector | AtShaderGlobals::dNdx |
| | surface normal derivative wrt screen X-axis
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AtVector | AtShaderGlobals::dNdy |
| | surface normal derivative wrt screen Y-axis
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float | AtShaderGlobals::dudx |
| | U derivative wrt screen X-axis
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float | AtShaderGlobals::dudy |
| | U derivative wrt screen Y-axis
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float | AtShaderGlobals::dvdx |
| | V derivative wrt screen X-axis
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float | AtShaderGlobals::dvdy |
| | V derivative wrt screen Y-axis
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bool | AtShaderGlobals::skip_shadow |
| | if true, don't trace shadow rays
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uint8_t | AtShaderGlobals::sc |
| | type of shading context
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bool | AtShaderGlobals::inclusive_traceset |
| | is the trace-set inclusive?
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AtString | AtShaderGlobals::traceset |
| | trace-set to assign to rays made from this SG
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AtParamValue | AtShaderGlobals::out |
| | shader output
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AtShaderGlobalsPrivateInfo * | AtShaderGlobals::privateinfo |
| | extra information for internal use
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