pub struct LensFlarePassDesc {Show 16 fields
pub width: u32,
pub height: u32,
pub output_format: TextureFormat,
pub output_flare: ResourceId,
pub input_hdr: ResourceId,
pub threshold: f32,
pub intensity: f32,
pub ghost_count: u32,
pub ghost_dispersal: f32,
pub ghost_threshold: f32,
pub halo_width: f32,
pub halo_intensity: f32,
pub distortion: f32,
pub use_lens_dirt: bool,
pub use_star_burst: bool,
pub star_burst_samples: u32,
}Fields§
§width: u32§height: u32§output_format: TextureFormat§output_flare: ResourceId§input_hdr: ResourceId§threshold: f32§intensity: f32§ghost_count: u32§ghost_dispersal: f32§ghost_threshold: f32§halo_width: f32§halo_intensity: f32§distortion: f32§use_lens_dirt: bool§use_star_burst: bool§star_burst_samples: u32Implementations§
Source§impl LensFlarePassDesc
impl LensFlarePassDesc
pub fn default(width: u32, height: u32) -> Self
Sourcepub fn ghost_position(flare_uv: Vec2, ghost_index: u32, dispersal: f32) -> Vec2
pub fn ghost_position(flare_uv: Vec2, ghost_index: u32, dispersal: f32) -> Vec2
Compute ghost position in screen space given flare direction and ghost index
Sourcepub fn star_burst_direction(sample: u32, total: u32) -> Vec2
pub fn star_burst_direction(sample: u32, total: u32) -> Vec2
Star burst kernel direction for a given sample
Trait Implementations§
Source§impl Clone for LensFlarePassDesc
impl Clone for LensFlarePassDesc
Auto Trait Implementations§
impl Freeze for LensFlarePassDesc
impl RefUnwindSafe for LensFlarePassDesc
impl Send for LensFlarePassDesc
impl Sync for LensFlarePassDesc
impl Unpin for LensFlarePassDesc
impl UnsafeUnpin for LensFlarePassDesc
impl UnwindSafe for LensFlarePassDesc
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