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Shader program. More...
Public Member Functions | |
DECLARE_GBUFFER (gbuffer) uniform float invResolution | |
void | main () |
uniform_UniversalMaterial (material_) | |
Public Attributes | |
float | backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0 |
uniform vec2 | lowerCoord |
Do not read color attributes (except LAMBERTIAN, if an alpha test is required) outside of this rectangle. More... | |
uniform float | normalizedIndexOfRefraction |
Index of refraction / 24.0. More... | |
in vec3 | tan_L |
in vec3 | tan_Z |
varying vec2 | texCoord |
Texture coordinate. More... | |
uniform vec2 | upperCoord |
varying vec3 | wsPosition |
Shader program.
glsl::UniversalSurface_SVO_pix::DECLARE_GBUFFER | ( | gbuffer | ) |
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inline |
glsl::UniversalSurface_SVO_pix::uniform_UniversalMaterial | ( | material_ | ) |
float glsl::UniversalSurface_SVO_pix::backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0 |
uniform vec2 glsl::UniversalSurface_SVO_pix::lowerCoord |
Do not read color attributes (except LAMBERTIAN, if an alpha test is required) outside of this rectangle.
Used to implement the trim band outside of which only depth is recorded.
uniform float glsl::UniversalSurface_SVO_pix::normalizedIndexOfRefraction |
Index of refraction / 24.0.
in vec3 glsl::UniversalSurface_SVO_pix::tan_L |
in vec3 glsl::UniversalSurface_SVO_pix::tan_Z |
varying vec2 glsl::UniversalSurface_SVO_pix::texCoord |
Texture coordinate.
uniform vec2 glsl::UniversalSurface_SVO_pix::upperCoord |
varying vec3 glsl::UniversalSurface_SVO_pix::wsPosition |