#pragma once #include class RenderShaderData { public: RenderShaderData(); ~RenderShaderData(); // Getters const glm::vec4 &getLightDir() const; float getExposure() const; float getGamma() const; float getPrefilteredCubeMipLevels() const; float getScaleIBLAmbient() const; float getDebugViewInputs() const; float getDebugViewEquation() const; // Setters void setLightDir(const glm::vec4 &dir); void setExposure(float exp); void setGamma(float g); void setPrefilteredCubeMipLevels(float levels); void setScaleIBLAmbient(float scale); void setDebugViewInputs(float view); void setDebugViewEquation(float equation); private: glm::vec4 m_lightDir; float m_exposure = 4.5f; float m_gamma = 2.2f; float m_prefilteredCubeMipLevels; float m_scaleIBLAmbient = 2.0f; float m_debugViewInputs = 0; float m_debugViewEquation = 0; };