void av::gua::ResolvePassDescription::getBackgroundTextureBlendFactorCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaResolvePassDescription->background_texture_blend_factor(); }
void av::gua::SSAAPassDescription::getFxaaThresholdMinCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaSSAAPassDescription->fxaa_threshold_min(); }
void av::gua::Ray::getTMaxCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaRay->t_max_; }
void av::gua::LightNode::getFallofCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->data.falloff(); }
void av::gua::SSAAPassDescription::getFxaaQualitySubpixCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaSSAAPassDescription->fxaa_quality_subpix(); }
void av::gua::TexturedQuadNode::getHeightCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->data.get_size()[1]; }
void av::gua::LightNode::getShadowMaxDistanceCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->data.max_shadow_dist(); }
void av::gua::ResolvePassDescription::getHorizonFadeCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaResolvePassDescription->horizon_fade(); }
void av::gua::ResolvePassDescription::getSSAORadiusCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaResolvePassDescription->ssao_radius(); }
void av::gua::ResolvePassDescription::getExposureCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaResolvePassDescription->tone_mapping_exposure(); }
void av::gua::ResolvePassDescription::getEnvironmentLightingTextureBlendFactorCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaResolvePassDescription->environment_lighting_texture_blend_factor(); }
void av::gua::ResolvePassDescription::getVignetteCoverageCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaResolvePassDescription->vignette_coverage(); }
void av::gua::ResolvePassDescription::getVignetteSoftnessCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaResolvePassDescription->vignette_softness(); }
void av::gua::ResolvePassDescription::getFogEndCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaResolvePassDescription->fog_end(); }
void av::gua::SkyMapPassDescription::getLightBrightnessCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaSkyMapPassDescription->light_brightness(); }
void av::gua::ResolvePassDescription::getSSAOIntensityCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaResolvePassDescription->ssao_intensity(); }
void av::gua::SkyMapPassDescription::getMieFactorCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaSkyMapPassDescription->mie_factor(); }
void av::gua::ResolvePassDescription::getSSAOFalloffCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaResolvePassDescription->ssao_falloff(); }
void av::gua::LightNode::getShadowOffsetCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->data.shadow_offset(); }
void av::gua::ResolvePassDescription::getScreenSpaceShadowMaxRadiusPXCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaResolvePassDescription->screen_space_shadow_max_radius_px(); }
void av::gua::LightNode::getShadowFarClippingInSunDirectionCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->data.shadow_far_clipping_in_sun_direction(); }
void av::gua::ResolvePassDescription::getScreenSpaceShadowIntensityCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaResolvePassDescription->screen_space_shadow_intensity(); }
void av::gua::LightNode::getSoftnessCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->data.softness(); }
void av::gua::CameraNode::getEyeDistanceCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->config.eye_dist(); }
void av::gua::SSAAPassDescription::getFxaaEdgeThresholdCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaSSAAPassDescription->fxaa_edge_threshold(); }
void av::gua::CameraNode::getEyeOffsetCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->config.eye_offset(); }
void av::gua::Constraint::getBreakingImpulseThresholdCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaConstraint->breaking_impulse_threshold(); }
void av::gua::CameraNode::getNearClipCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNode->config.near_clip(); }
void av::gua::nurbs::NURBSNode::getPixelErrorToleranceCB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaNURBSNode->max_tesselation_error(); }
void av::gua::skelanim::SkeletalAnimationNode::getTime2CB(const SFFloat::GetValueEvent& event) { *(event.getValuePtr()) = m_guaSkeletalAnimationNode->get_time_2(); }