alEffectSystemFunction namespace

Functions

void setDrawPathRenderStateSetDrawDepthShadow(const al::EffectSystem*, bool)
void calcEffectCompute(const al::EffectSystem*)
void drawEffectDeferred(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32)
void drawEffectForward(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32)
void drawEffectForwardReduceBuffer(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32)
void drawEffectForwardReduceBufferHdr(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32)
void drawEffectForwardAfterFog(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32)
void drawEffectIndirect(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32, const sead::Viewport*)
void drawEffectPostEffect(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32)
void drawEffectChromakey(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32)
void drawEffectShadowCaster(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32)
void drawEffectShadowReceiver(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32)
void drawEffectShadowCasterWithSilhouette(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32)
void drawEffectShadowReceiverWithSilhouette(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32)
void drawEffectShadowCasterForShadowMap(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32, const sead::Vector3f*)
void drawEffectShadowCasterWithSilhouetteForShadowMap(const al::EffectSystem*, const sead::Matrix44f&, const sead::Matrix34f&, f32, f32, f32, const sead::Vector3f*)
void drawEffect2D(const al::EffectSystem*, const sead::Viewport*)
void updateEffect2D(al::EffectSystem*)
void calcShadowClipVolume(const al::EffectSystem*, agl::sdw::DepthShadow*)
void tryDeleteEmitterAndParticleOneTime(const al::EffectSystemInfo*)
void setDepthTexture(const al::EffectSystem*, const agl::TextureData*)
auto isHasRenderingEmitterInReduceBuffer(const al::EffectSystem*) -> bool
auto isHasRenderingEmitterInReduceBufferHdr(const al::EffectSystem*) -> bool