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glsl::UniversalSurface_depthOnlyNonOpaque_pix Class Reference


For depth only passes with both parallax mapping and alpha components More...

Public Member Functions

void main ()
 
float random (Point3 p)
 

Public Attributes

const vec3 _tsE = vec3(0, 0, 0)
 
float backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0
 
uniform UniversalMaterial2D material
 
out Color4 result
 
const vec3 tan_X = vec3(0, 0, 0)
 
const vec3 tan_Y = vec3(0, 0, 0)
 
in Vector3 tan_Z
 
in Point2 texCoord
 
uniform Color3 transmissionWeight
 Weights to apply when converting transmission into average wavelength-independent net transmission or coverage. More...
 
const Color4 vertexColor = Color4(0,0,0,0)
 
in Point3 wsPosition
 

Detailed Description


For depth only passes with both parallax mapping and alpha components

Member Function Documentation

◆ main()

void glsl::UniversalSurface_depthOnlyNonOpaque_pix::main ( void  )
inline

◆ random()

float glsl::UniversalSurface_depthOnlyNonOpaque_pix::random ( Point3  p)
inline

Member Data Documentation

◆ _tsE

const vec3 glsl::UniversalSurface_depthOnlyNonOpaque_pix::_tsE = vec3(0, 0, 0)

◆ backside

float glsl::UniversalSurface_depthOnlyNonOpaque_pix::backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0

◆ material

uniform UniversalMaterial2D glsl::UniversalSurface_depthOnlyNonOpaque_pix::material

◆ result

out Color4 glsl::UniversalSurface_depthOnlyNonOpaque_pix::result

◆ tan_X

const vec3 glsl::UniversalSurface_depthOnlyNonOpaque_pix::tan_X = vec3(0, 0, 0)

◆ tan_Y

const vec3 glsl::UniversalSurface_depthOnlyNonOpaque_pix::tan_Y = vec3(0, 0, 0)

◆ tan_Z

in Vector3 glsl::UniversalSurface_depthOnlyNonOpaque_pix::tan_Z

◆ texCoord

in Point2 glsl::UniversalSurface_depthOnlyNonOpaque_pix::texCoord

◆ transmissionWeight

uniform Color3 glsl::UniversalSurface_depthOnlyNonOpaque_pix::transmissionWeight

Weights to apply when converting transmission into average wavelength-independent net transmission or coverage.

For a shadow map, this is the light radiance divided by its sum.

◆ vertexColor

const Color4 glsl::UniversalSurface_depthOnlyNonOpaque_pix::vertexColor = Color4(0,0,0,0)

◆ wsPosition

in Point3 glsl::UniversalSurface_depthOnlyNonOpaque_pix::wsPosition

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