Sky and image-based lighting: what the world is lit by and set against.
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#include <environment.h>
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std::string | hdrPath |
| | Equirect HDR baked into IBL + skybox; empty = none.
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float | intensity = 1.0f |
| | Indirect-lighting + skybox brightness.
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bool | showSkybox = true |
| | The IBL still lights the scene when off.
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float | sunIntensity = 22.0f |
| | Atmosphere sun radiance scale.
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float | rayleigh = 1.0f |
| | Blue-sky scattering scale.
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float | mie = 1.0f |
| | Haze / sun glow scattering scale.
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float | mieG = 0.76f |
| | Phase asymmetry, 0..MAX_MIE_G; higher = tighter glow.
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float | sunAngularRadius = 0.02f |
| | Radians; ~0.0047 is life-size.
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float | sunDiscIntensity = 15.0f |
| | Added over the atmospheric glow.
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float | sunElevation = 50.0f |
| | Degrees above the horizon. Negative is night.
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float | sunAzimuth = 30.0f |
| | Degrees around the horizon, from +Z toward +X.
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glm::vec3 | lightColor = {1.0f, 0.96f, 0.90f} |
| | With the sun overhead.
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float | lightIntensity = 3.0f |
| | At midday.
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static constexpr float | MAX_MIE_G = 0.99f |
| | At 1 the phase function divides zero by zero.
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Sky and image-based lighting: what the world is lit by and set against.
The documentation for this struct was generated from the following file: