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Shader program. More...
Public Member Functions | |
void | main () |
Public Attributes | |
uniform float3 | clipInfo |
uniform float2 | currentToPreviousScale |
textureSize(previousDepthBuffer) / textureSize(currentDepthBuffer) More... | |
uniform float | minZSeparation |
Minimum z distance that new faces must be beyond previousDepthBuffer to be written. More... | |
uniform sampler2D | previousDepthBuffer |
Need not be at the same resolution as the current depth buffer. More... | |
Shader program.
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inline |
uniform float3 glsl::UniversalSurface_depthPeel_pix::clipInfo |
uniform float2 glsl::UniversalSurface_depthPeel_pix::currentToPreviousScale |
textureSize(previousDepthBuffer) / textureSize(currentDepthBuffer)
uniform float glsl::UniversalSurface_depthPeel_pix::minZSeparation |
Minimum z distance that new faces must be beyond previousDepthBuffer to be written.
uniform sampler2D glsl::UniversalSurface_depthPeel_pix::previousDepthBuffer |
Need not be at the same resolution as the current depth buffer.
For samples to be written, they must be at greater gl_FragCoord.z values than those in this buffer.