Public Member Functions | |
| void | SetDefaultValues () |
| void | Clear () |
| ShadingOut () | |
| boolean | CheckDefaultValues () |
| ShadingOut & | operator+= (ShadingOut &) |
| ShadingOut & | operator-= (ShadingOut &) |
| ShadingOut & | operator *= (real) |
Public Attributes | |
| TMCColorRGBA | fColor |
| Diffuse Color (Kd). | |
| TMCColorRGB | fSpecularColor |
| Specular Color (Ks). | |
| real | fSpecularSize |
| Specular highlight size (Ns). | |
| real | fAmbient |
| Ambient factor (Fa). | |
| real | fLambert |
| Diffuse factor (Fd). | |
| TMCColorRGB | fReflection |
| Reflectivity (Rx). | |
| TMCColorRGB | fTransparency |
| Transparency (Tx). | |
| real | fRefractiveIndex |
| Refraction index (Nr). | |
| TMCColorRGB | fGlow |
| Glow color. | |
| TVector3 | fChangedNormal |
| Changed Normal in Global Coordinates (not evaluated by the shader!). | |
| real | fLayerMask |
| Used in Layer List only ! | |
| boolean | fFullAreaDone |
| true if the shader was evaluated on the area | |
| TVector3 | fChangedNormalLoc |
| Changed Normal in Local Coordinates (calculated by the shader). | |
Here is how the specular color is computed from the light and shading:
real Ns=(0.001f+fSpecularSize*fSpecularSize)*kSpecularPowerCoef; specColorCoef= 2*RealPow(reflectDir*lightDirection, Ns); specColor+= fSpecularColor * lightColor * specColorCoef;
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Ambient factor (Fa).
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Changed Normal in Global Coordinates (not evaluated by the shader!).
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Changed Normal in Local Coordinates (calculated by the shader).
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Diffuse Color (Kd).
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true if the shader was evaluated on the area
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Glow color.
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Diffuse factor (Fd).
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Used in Layer List only !
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Reflectivity (Rx).
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Refraction index (Nr).
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Specular Color (Ks).
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Specular highlight size (Ns).
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Transparency (Tx).
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1.3.9.1