file REDRenderShaderRefractionEffect.h

Header of the RED::RenderShaderRefractionEffect class: approximated refractions rendered in real-time. More...

Go to the source code of this file.

Namespaces:

namespaceRED

Classes:

classRenderShaderRefractionEffect

Defines:

#defineRED_REFRACT_EFFECT_SHADER_PRELIT_STRING_ID "RefractEffect_PRELIT"
#defineRED_RSH_REFRACTION_EFFECT_FRESNEL "red_rsh_refraction_effect_fresnel"
#defineRED_RSH_REFRACTION_EFFECT_IOR "red_rsh_refraction_effect_ior"
#defineRED_RSH_REFRACTION_EFFECT_NORMAL_MAP_MATRIX "red_rsh_refraction_effect_normal_map_matrix"
#defineRED_RSH_REFRACTION_EFFECT_NORMAL_MAP_TEXTURE "red_rsh_refraction_effect_normal_map_texture"
#defineRED_RSH_REFRACTION_EFFECT_NORMAL_MAP_UV "red_rsh_refraction_effect_normal_map_uv"
#defineRED_RSH_REFRACTION_EFFECT_REFRACTION_MATRIX "red_rsh_refraction_effect_refraction_matrix"
#defineRED_RSH_REFRACTION_EFFECT_REFRACTION_RANGE "red_rsh_refraction_effect_refraction_range"
#defineRED_RSH_REFRACTION_EFFECT_REFRACTION_TEXTURE "red_rsh_refraction_effect_refraction_texture"
#defineRED_RSH_REFRACTION_EFFECT_REFRACTION_UV "red_rsh_refraction_effect_refraction_uv"
#defineRED_RSH_REFRACTION_EFFECT_RENDER_PASS "red_rsh_refraction_effect_render_pass"
#defineRED_RSH_REFRACTION_EFFECT_TANGENT_CHANNEL "red_rsh_refraction_effect_tangent_channel"
#defineRED_RSH_REFRACTION_EFFECT_TRANSPAR_COLOR "red_rsh_refraction_effect_transpar_color"
#defineRED_RSH_REFRACTION_EFFECT_TRANSPAR_MATRIX "red_rsh_refraction_effect_transpar_matrix"
#defineRED_RSH_REFRACTION_EFFECT_TRANSPAR_TEXTURE "red_rsh_refraction_effect_transpar_texture"
#defineRED_RSH_REFRACTION_EFFECT_TRANSPAR_UV "red_rsh_refraction_effect_transpar_uv"

Detailed description:

Header of the RED::RenderShaderRefractionEffect class: approximated refractions rendered in real-time.

Header file describing the RED::RenderShaderRefractionEffect class. This class renders 'fake' refractions in real-time for pre-visualization effects.

Defines documentation

#define RED_REFRACT_EFFECT_SHADER_PRELIT_STRING_ID "RefractEffect_PRELIT"

Default RED::Object string identifier of a RED::RenderShaderRefractionEffect in the RED::MTL_PRELIT rendering pass.

#define RED_RSH_REFRACTION_EFFECT_FRESNEL "red_rsh_refraction_effect_fresnel"

(bool) RED::RenderShaderRefractionEffect input parameter. Enable or disable Fresnel effects in refraction calculations?

#define RED_RSH_REFRACTION_EFFECT_IOR "red_rsh_refraction_effect_ior"

(double) RED::RenderShaderRefractionEffect input parameter. Defines the shader IOR.

#define RED_RSH_REFRACTION_EFFECT_NORMAL_MAP_MATRIX "red_rsh_refraction_effect_normal_map_matrix"

(RED::Matrix) RED::RenderShaderRefractionEffect input parameter. Defines the shader normal map texture UV transformation matrix.

#define RED_RSH_REFRACTION_EFFECT_NORMAL_MAP_TEXTURE "red_rsh_refraction_effect_normal_map_texture"

(RED::Object*) RED::RenderShaderRefractionEffect input parameter. Defines the shader normal map texture.

#define RED_RSH_REFRACTION_EFFECT_NORMAL_MAP_UV "red_rsh_refraction_effect_normal_map_uv"

(RED::MESH_CHANNEL) RED::RenderShaderRefractionEffect input parameter. Defines the shader normal map texture UV channel.

#define RED_RSH_REFRACTION_EFFECT_REFRACTION_MATRIX "red_rsh_refraction_effect_refraction_matrix"

(RED::Matrix) RED::RenderShaderRefractionEffect input parameter. Defines the shader refraction texture UV transformation matrix.

#define RED_RSH_REFRACTION_EFFECT_REFRACTION_RANGE "red_rsh_refraction_effect_refraction_range"

(double) RED::RenderShaderRefractionEffect input parameter. Range of IOR values stored in the refraction texture.

#define RED_RSH_REFRACTION_EFFECT_REFRACTION_TEXTURE "red_rsh_refraction_effect_refraction_texture"

(RED::Object*) RED::RenderShaderRefractionEffect input parameter. Defines the shader refraction texture.

#define RED_RSH_REFRACTION_EFFECT_REFRACTION_UV "red_rsh_refraction_effect_refraction_uv"

(RED::MESH_CHANNEL) RED::RenderShaderRefractionEffect input parameter. Defines the shader refraction texture UV channel.

#define RED_RSH_REFRACTION_EFFECT_RENDER_PASS "red_rsh_refraction_effect_render_pass"

(RED::MATERIAL_PASS) RED::RenderShaderRefractionEffect input parameter. Defines the shader rendering pass.

#define RED_RSH_REFRACTION_EFFECT_TANGENT_CHANNEL "red_rsh_refraction_effect_tangent_channel"

(RED::MESH_CHANNEL) RED::RenderShaderRefractionEffect input parameter. Defines the shader tangent vectors source channel.

#define RED_RSH_REFRACTION_EFFECT_TRANSPAR_COLOR "red_rsh_refraction_effect_transpar_color"

(RED::Color) RED::RenderShaderRefractionEffect input parameter. Defines the shader transparency color.

#define RED_RSH_REFRACTION_EFFECT_TRANSPAR_MATRIX "red_rsh_refraction_effect_transpar_matrix"

(RED::Matrix) RED::RenderShaderRefractionEffect input parameter. Defines the shader transparency texture UV transformation matrix.

#define RED_RSH_REFRACTION_EFFECT_TRANSPAR_TEXTURE "red_rsh_refraction_effect_transpar_texture"

(RED::Object*) RED::RenderShaderRefractionEffect input parameter. Defines the shader transparency texture.

#define RED_RSH_REFRACTION_EFFECT_TRANSPAR_UV "red_rsh_refraction_effect_transpar_uv"

(RED::MESH_CHANNEL) RED::RenderShaderRefractionEffect input parameter. Defines the shader transparency texture UV channel.