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Shader program. More...
Public Member Functions | |
float3 | boostSaturation (float3 color, float boost) |
Radiance3 | computeLight (Point3 wsPosition, Vector3 normal, float normalConfidence, Vector3 wsLookVector, bool receivesShadows) |
void | emit (float x, float y, Vector3 normal, float normalConfidence, Vector3 wsLook, bool receivesShadows, Vector2 csRight, Vector2 csUp, Vector3 wsRight, Vector3 wsUp) |
Produce a vertex. More... | |
layout (points) in | |
layout (triangle_strip, max_vertices=8) 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[] | |
layout (location=4) in Vector3 normalVertexOutput[] | |
layout (location=5) in float normalWeightVertexOutput[] | |
void | main () |
Point3 | project (Vector4 v) |
Public Attributes | |
float | alpha = 0.0 |
const float | bias = 0.5 |
const float | ENVIRONMENT_SCALE = max(0.0, 1.0 - WRAP_SHADING_AMOUNT / 20.0) |
out RenderGeometryOutputs | geoOutputs |
uniform UniversalMaterial2DArray | material |
uniform float | nearPlaneZ |
const int | RECEIVES_SHADOWS_MASK = 2 |
uniform float2 | textureGridInvSize |
uniform float2 | textureGridSize |
const float | WRAP_SHADING_AMOUNT = 8.0 |
Shader program.
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inline |
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inline |
Produce a vertex.
Note that x and y are compile-time constants, so most of this arithmetic compiles out.
glsl::ParticleSurface_render_geo::layout | ( | points | ) |
glsl::ParticleSurface_render_geo::layout | ( | triangle_strip | , |
max_vertices | = 8 |
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) |
glsl::ParticleSurface_render_geo::layout | ( | location | = 0 | ) |
glsl::ParticleSurface_render_geo::layout | ( | location | = 1 | ) |
glsl::ParticleSurface_render_geo::layout | ( | location | = 2 | ) |
glsl::ParticleSurface_render_geo::layout | ( | location | = 3 | ) |
glsl::ParticleSurface_render_geo::layout | ( | location | = 4 | ) |
glsl::ParticleSurface_render_geo::layout | ( | location | = 5 | ) |
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inline |
float glsl::ParticleSurface_render_geo::alpha = 0.0 |
const float glsl::ParticleSurface_render_geo::bias = 0.5 |
const float glsl::ParticleSurface_render_geo::ENVIRONMENT_SCALE = max(0.0, 1.0 - WRAP_SHADING_AMOUNT / 20.0) |
out RenderGeometryOutputs glsl::ParticleSurface_render_geo::geoOutputs |
uniform UniversalMaterial2DArray glsl::ParticleSurface_render_geo::material |
uniform float glsl::ParticleSurface_render_geo::nearPlaneZ |
const int glsl::ParticleSurface_render_geo::RECEIVES_SHADOWS_MASK = 2 |
uniform float2 glsl::ParticleSurface_render_geo::textureGridInvSize |
uniform float2 glsl::ParticleSurface_render_geo::textureGridSize |
const float glsl::ParticleSurface_render_geo::WRAP_SHADING_AMOUNT = 8.0 |