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glsl::UniversalMaterial_shade_glsl Class Reference

Shader program. More...

Public Member Functions

void UniversalMaterial_shade (UniversalMaterialSample materialSample, Point3 wsEyePos, Point3 csPosition, Vector3 csNormal, out Radiance3 L_o, out Color3 transmissionCoefficient, const bool unblendedPass, const bool inferAmbientOcclusionAtTransparentPixels, const bool hasTransmissive, const bool hasRefraction)
 
If ambientOcclusion_notNull is defined, assumes the following globals are bound: ambientOcclusion_buffer ambientOcclusion_offset ambientOcclusion_size depthBuffer clipInfo More...
 

Detailed Description

Shader program.

Member Function Documentation

◆ UniversalMaterial_shade()

void glsl::UniversalMaterial_shade_glsl::UniversalMaterial_shade ( UniversalMaterialSample  materialSample,
Point3  wsEyePos,
Point3  csPosition,
Vector3  csNormal,
out Radiance3  L_o,
out Color3  transmissionCoefficient,
const bool  unblendedPass,
const bool  inferAmbientOcclusionAtTransparentPixels,
const bool  hasTransmissive,
const bool  hasRefraction 
)
inline


If ambientOcclusion_notNull is defined, assumes the following globals are bound: ambientOcclusion_buffer ambientOcclusion_offset ambientOcclusion_size depthBuffer clipInfo

Also assumes the following globals are bound: background backgroundMinCoord backgroundMaxCoord backSizeMeters backgroundZ


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