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Shader program. More...
Public Member Functions | |
void | main () |
float | random (Point3 p) |
void | writePixel (Radiance3 premultipliedReflectionAndEmission, float coverage, Color3 transmissionCoefficient, float collimation, float etaRatio, Point3 csPosition, Vector3 csNormal) |
Public Attributes | |
out Color4 | _result |
uniform float | backgroundZ |
uniform vec2 | backSizeMeters |
uniform float3 | clipInfo |
uniform sampler2D | depthBuffer |
in RenderGeometryOutputs | geoOutputs |
uniform UniversalMaterial2DArray | material |
const float | SOFT_PARTICLE_FADE_DISTANCE = 0.6 |
Shader program.
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inline |
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inline |
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inline |
out Color4 glsl::ParticleSurface_render_pix::_result |
uniform float glsl::ParticleSurface_render_pix::backgroundZ |
uniform vec2 glsl::ParticleSurface_render_pix::backSizeMeters |
uniform float3 glsl::ParticleSurface_render_pix::clipInfo |
uniform sampler2D glsl::ParticleSurface_render_pix::depthBuffer |
in RenderGeometryOutputs glsl::ParticleSurface_render_pix::geoOutputs |
uniform UniversalMaterial2DArray glsl::ParticleSurface_render_pix::material |
const float glsl::ParticleSurface_render_pix::SOFT_PARTICLE_FADE_DISTANCE = 0.6 |