NDEVR
API Documentation
ColorPositionShaderLogic::UBO

Uniform buffer object layout for the color-position compute shader. More...

Collaboration diagram for ColorPositionShaderLogic::UBO:
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Public Attributes

Vector< 4, fltp04cam_pos4
 Camera position in world space (bytes 128..143).
Vector< 2, uint04center_i
 Frame center as integer pixels (bytes 96..103).
float depth_scale
 Scale factor converting raw depth to metres.
Vector< 2, fltp04f
 Focal length in pixels (bytes 72..79).
Vector< 2, fltp04inv_f
 Inverse focal length (bytes 80..87).
Vector< 4, fltp04k12p1p2
 Distortion coefficients k1, k2, p1, p2 (bytes 112..127).
float k3
 Radial distortion coefficient k3.
float max_dist2
 Maximum squared distance threshold.
float max_error_percent_sqrd
 Maximum error percentage squared for filtering.
Vector< 2, fltp04pp
 Principal point in pixels (bytes 64..71).
Vector< 2, fltp04size_f
 Frame size as float (bytes 88..95).
Vector< 2, uint04size_i
 Frame size as integer pixels (bytes 104..111).
Matrix< fltp04view_matrix
 Camera view matrix (bytes 0..63).
Vector< 4, uint04weight_info
 Weight parameters: mode, bytes/pixel, max, reduce (bytes 160..175).

Detailed Description

Uniform buffer object layout for the color-position compute shader.


176 bytes, 16-byte aligned.

Definition at line 23 of file ColorPositionShaderLogic.h.


The documentation for this struct was generated from the following file: