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For depth only passes with both parallax mapping and alpha components
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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 |
For depth only passes with both parallax mapping and alpha components
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inline |
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inline |
const vec3 glsl::UniversalSurface_depthOnlyNonOpaque_pix::_tsE = vec3(0, 0, 0) |
float glsl::UniversalSurface_depthOnlyNonOpaque_pix::backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0 |
uniform UniversalMaterial2D glsl::UniversalSurface_depthOnlyNonOpaque_pix::material |
out Color4 glsl::UniversalSurface_depthOnlyNonOpaque_pix::result |
const vec3 glsl::UniversalSurface_depthOnlyNonOpaque_pix::tan_X = vec3(0, 0, 0) |
const vec3 glsl::UniversalSurface_depthOnlyNonOpaque_pix::tan_Y = vec3(0, 0, 0) |
in Vector3 glsl::UniversalSurface_depthOnlyNonOpaque_pix::tan_Z |
in Point2 glsl::UniversalSurface_depthOnlyNonOpaque_pix::texCoord |
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.
in Point3 glsl::UniversalSurface_depthOnlyNonOpaque_pix::wsPosition |