Polyphase Game Engine
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BlurUniforms Struct Reference

#include <BlurPass.h>

Public Attributes

int32_t mHorizontal = 0
 
int32_t mNumSamples = 4
 
float mBlurSize = 4.0f
 
float mSigmaRatio = 0.2f
 
int32_t mBoxBlur = 0
 
int32_t mInputWidth = 1
 
int32_t mInputHeight = 1
 
int32_t mPad0 = 1337
 
glm::vec4 mGaussianWeights [BLUR_MAX_SAMPLES] = { }
 

Member Data Documentation

◆ mBlurSize

float BlurUniforms::mBlurSize = 4.0f

◆ mBoxBlur

int32_t BlurUniforms::mBoxBlur = 0

◆ mGaussianWeights

glm::vec4 BlurUniforms::mGaussianWeights[BLUR_MAX_SAMPLES] = { }

◆ mHorizontal

int32_t BlurUniforms::mHorizontal = 0

◆ mInputHeight

int32_t BlurUniforms::mInputHeight = 1

◆ mInputWidth

int32_t BlurUniforms::mInputWidth = 1

◆ mNumSamples

int32_t BlurUniforms::mNumSamples = 4

◆ mPad0

int32_t BlurUniforms::mPad0 = 1337

◆ mSigmaRatio

float BlurUniforms::mSigmaRatio = 0.2f

The documentation for this struct was generated from the following file: