5 #ifdef USE_DIRECTX_RENDERER 6 #include "shaders/light_scattering_constants.h" 34 float m_rayleighBetaMultiplier;
35 float m_mieBetaMultiplier;
36 float m_inscatteringMultiplier;
37 float m_extinctionMultiplier;
38 float m_reflectivePower;
41 void recalculateShaderData();
43 void setHenyeyG(
float g);
44 void setRayleighScale(
float s);
45 void setMieScale(
float s);
46 void setInscatteringScale(
float s);
47 void setExtinctionScale(
float s);
48 void setTerrainReflectionScale(
float s);
4-dimensional homogeneous vector.
Definition: ParaVector4.h:10
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: light_scattering_data.h:26
Definition: light_scattering_data.h:11