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Shader program. More...
Public Member Functions | |
| float | hash (vec2 p) |
| layout (location=0) out float4 _accum | |
| (Ar, Ag, Ab, Aa) More... | |
| layout (location=1) out float4 _modulate | |
| (Br, Bg, Bb, D^2) More... | |
| layout (location=2) out float2 _refraction | |
| (deltax, deltay) More... | |
| void | main () |
| Point3 | project (Vector4 v) |
| Radiance3 | shade (Point3 wsPosition, Vector3 w_o) |
Public Attributes | |
| uniform mat4x3 | cameraToWorldMatrix |
| uniform vec3 | clipInfo |
| const float | coveragePerStep = 0.012 |
| uniform sampler2D | depthBuffer |
| const Color3 | fogColor = Color3(0.1,0.6,0.95) * 0.2 |
| const float | maxBackgroundDistance = 60.0 |
| const float | minRayMarchDistance = 7.0 |
| const float | nearPlaneZ = -1.0 |
| uniform float | projectionMatrix22 |
| uniform float | projectionMatrix23 |
| const float | rayMarchStep = 0.12 |
| uniform float | tanHalfFieldOfViewY |
Shader program.
|
inline |
| glsl::FogVolumeSurface_render_pix::layout | ( | location | = 0 | ) |
(Ar, Ag, Ab, Aa)
| glsl::FogVolumeSurface_render_pix::layout | ( | location | = 1 | ) |
(Br, Bg, Bb, D^2)
| glsl::FogVolumeSurface_render_pix::layout | ( | location | = 2 | ) |
(deltax, deltay)
|
inline |
| uniform mat4x3 glsl::FogVolumeSurface_render_pix::cameraToWorldMatrix |
| uniform vec3 glsl::FogVolumeSurface_render_pix::clipInfo |
| const float glsl::FogVolumeSurface_render_pix::coveragePerStep = 0.012 |
| uniform sampler2D glsl::FogVolumeSurface_render_pix::depthBuffer |
| const float glsl::FogVolumeSurface_render_pix::maxBackgroundDistance = 60.0 |
| const float glsl::FogVolumeSurface_render_pix::minRayMarchDistance = 7.0 |
| const float glsl::FogVolumeSurface_render_pix::nearPlaneZ = -1.0 |
| uniform float glsl::FogVolumeSurface_render_pix::projectionMatrix22 |
| uniform float glsl::FogVolumeSurface_render_pix::projectionMatrix23 |
| const float glsl::FogVolumeSurface_render_pix::rayMarchStep = 0.12 |
| uniform float glsl::FogVolumeSurface_render_pix::tanHalfFieldOfViewY |
1.8.15