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ShadowUniformInputs

Struct ShadowUniformInputs 

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pub struct ShadowUniformInputs {
    pub view: [[f32; 4]; 4],
    pub cam_pos: [f32; 3],
    pub fov_y_rad: f32,
    pub aspect: f32,
    pub near: f32,
    pub shadow_distance: f32,
    pub light_dir_to_source: [f32; 3],
    pub shadow_map_size: u32,
    pub active_cascades: u32,
}
Expand description

Camera, light, and shadow-configuration inputs to compute_shadow_uniforms.

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§view: [[f32; 4]; 4]

Camera view matrix (column-major, RH, same convention as look_at).

§cam_pos: [f32; 3]

World-space camera position.

§fov_y_rad: f32

Vertical FOV in radians.

§aspect: f32

Viewport aspect ratio (width / height).

§near: f32

Camera near plane.

§shadow_distance: f32

Far end of the last cascade. Cascades cover [near, shadow_distance].

§light_dir_to_source: [f32; 3]

Unit vector pointing TOWARD the light. Same convention as DirectionalLight.direction; renormalised internally.

§shadow_map_size: u32

Per-cascade texture resolution; used for texel snapping.

§active_cascades: u32

How many of the NUM_SHADOW_CASCADES slots are live (1..=4); only the first active are split + projected, the rest hold a negative split sentinel and an identity VP so the shader never selects them.

Trait Implementations§

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impl Clone for ShadowUniformInputs

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fn clone(&self) -> ShadowUniformInputs

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for ShadowUniformInputs

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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