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glsl::ParticleSurface_stochasticDepthOnly_geo Class Reference

Shader program. More...

Public Member Functions

void emit (float x, float y)
 Produce a vertex. More...
 
 layout (points) in
 
 layout (triangle_strip, max_vertices=4) out
 
 layout (location=0) in Point3 wsCenterVertexOutput[]
 
 layout (location=1) in float3 shapeVertexOutput[]
 
 layout (location=2) in int4 materialPropertiesVertexOutput[]
 
 layout (location=3) in float angleVertexOutput[]
 
void main ()
 

Public Attributes

const int CASTS_SHADOWS = 1
 Mask for materialProperties[3]. More...
 
float2 csRight
 
float2 csUp
 
uniform UniversalMaterial2DArray material
 
out Point3 texCoord
 
int texelWidth = materialPropertiesVertexOutput[0].y
 
flat out float textureID
 
out Point3 wsPosition
 
float3 wsRight
 
float3 wsUp
 

Detailed Description

Shader program.

Member Function Documentation

◆ emit()

void glsl::ParticleSurface_stochasticDepthOnly_geo::emit ( float  x,
float  y 
)
inline

Produce a vertex.

Note that x and y are compile-time constants, so most of this arithmetic compiles out.

◆ layout() [1/6]

glsl::ParticleSurface_stochasticDepthOnly_geo::layout ( points  )

◆ layout() [2/6]

glsl::ParticleSurface_stochasticDepthOnly_geo::layout ( triangle_strip  ,
max_vertices  = 4 
)

◆ layout() [3/6]

glsl::ParticleSurface_stochasticDepthOnly_geo::layout ( location  = 0)

◆ layout() [4/6]

glsl::ParticleSurface_stochasticDepthOnly_geo::layout ( location  = 1)

◆ layout() [5/6]

glsl::ParticleSurface_stochasticDepthOnly_geo::layout ( location  = 2)

◆ layout() [6/6]

glsl::ParticleSurface_stochasticDepthOnly_geo::layout ( location  = 3)

◆ main()

void glsl::ParticleSurface_stochasticDepthOnly_geo::main ( void  )
inline

Member Data Documentation

◆ CASTS_SHADOWS

const int glsl::ParticleSurface_stochasticDepthOnly_geo::CASTS_SHADOWS = 1

Mask for materialProperties[3].

◆ csRight

float2 glsl::ParticleSurface_stochasticDepthOnly_geo::csRight

◆ csUp

float2 glsl::ParticleSurface_stochasticDepthOnly_geo::csUp

◆ material

uniform UniversalMaterial2DArray glsl::ParticleSurface_stochasticDepthOnly_geo::material

◆ texCoord

out Point3 glsl::ParticleSurface_stochasticDepthOnly_geo::texCoord

◆ texelWidth

int glsl::ParticleSurface_stochasticDepthOnly_geo::texelWidth = materialPropertiesVertexOutput[0].y

◆ textureID

flat out float glsl::ParticleSurface_stochasticDepthOnly_geo::textureID

◆ wsPosition

out Point3 glsl::ParticleSurface_stochasticDepthOnly_geo::wsPosition

◆ wsRight

float3 glsl::ParticleSurface_stochasticDepthOnly_geo::wsRight

◆ wsUp

float3 glsl::ParticleSurface_stochasticDepthOnly_geo::wsUp

documentation generated on Wed Nov 24 2021 08:02:04 using doxygen 1.8.15