gltf/backends/materials

Source   Edit  

Types

IblTextureMask = uint32
Source   Edit  

Consts

IblSamplerNames = ["baseColorTexture", "metallicRoughnessTexture",
                   "normalTexture", "occlusionTexture", "emissiveTexture",
                   "environmentMap", "", "diffuseEnvironment", "ggxLut",
                   "charlieEnvironment", "charlieLut", "sheenEnergyLut",
                   "transmissionBuffer", "transmissionTexture",
                   "thicknessTexture", "diffuseTransmissionTexture",
                   "diffuseTransmissionColorTexture", "anisotropyTexture",
                   "clearcoatTexture", "clearcoatRoughnessTexture",
                   "clearcoatNormalTexture", "iridescenceTexture",
                   "iridescenceThicknessTexture", "specularTexture",
                   "specularColorTexture", "sheenColorTexture",
                   "sheenRoughnessTexture", "diffuseTexture",
                   "specularGlossinessTexture"]
Source   Edit  

Procs

proc includes(mask: IblTextureMask; unit: int): bool {....raises: [], tags: [],
    forbids: [].}
Returns whether a logical texture slot is required by this material. Source   Edit  
proc specializeIbl(source: string; mask: IblTextureMask): string {.
    ...raises: [ShadyError], tags: [], forbids: [].}
Removes absent texture reads so shaders fit the device sampler budget. Source   Edit  
proc textureMask(material: Material): IblTextureMask {....raises: [], tags: [],
    forbids: [].}
Selects authored textures and the lighting resources used by a material. Source   Edit