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This shader expects a prefix (GBuffer::macros() or SVO::macros()) to be attached at runtime using Shader::setPremable.
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Public Member Functions | |
| void | main () |
Public Attributes | |
| const vec3 | _tsE = vec3(0.0, 0.0, 0.0) |
| float | backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0 |
| Point3 | csPrevPosition |
| uniform Point2 | lowerCoord |
| Do not read color attributes (except LAMBERTIAN, if an alpha test is required) outside of this rectangle. More... | |
| uniform UniversalMaterial2D | material |
| uniform float | normalizedIndexOfRefraction |
| Index of refraction / 24.0. More... | |
| mat4 | PreviousProjectToScreenMatrix |
| mat4 | ProjectToScreenMatrix |
| const vec3 | tan_X = vec3(0.0, 0.0, 0.0) |
| const vec3 | tan_Y = vec3(0.0, 0.0, 0.0) |
| in Vector3 | tan_Z |
| in Point2 | texCoord |
| Texture coordinate. More... | |
| uniform Point2 | upperCoord |
| const vec4 | vertexColor = vec4(0.0,0.0,0.0,0.0) |
| in Point3 | wsPosition |
This shader expects a prefix (GBuffer::macros() or SVO::macros()) to be attached at runtime using Shader::setPremable.
Requires BUFFER_WIDTH_MASK = width - 1 and BUFFER_WIDTH_SHIFT = log_2(width) to be passed, where width is a power of 2.
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inline |
| const vec3 glsl::UniversalSurface_gbuffer_pix::_tsE = vec3(0.0, 0.0, 0.0) |
| float glsl::UniversalSurface_gbuffer_pix::backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0 |
| Point3 glsl::UniversalSurface_gbuffer_pix::csPrevPosition |
| uniform Point2 glsl::UniversalSurface_gbuffer_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 UniversalMaterial2D glsl::UniversalSurface_gbuffer_pix::material |
| uniform float glsl::UniversalSurface_gbuffer_pix::normalizedIndexOfRefraction |
Index of refraction / 24.0.
| mat4 glsl::UniversalSurface_gbuffer_pix::PreviousProjectToScreenMatrix |
| mat4 glsl::UniversalSurface_gbuffer_pix::ProjectToScreenMatrix |
| const vec3 glsl::UniversalSurface_gbuffer_pix::tan_X = vec3(0.0, 0.0, 0.0) |
| const vec3 glsl::UniversalSurface_gbuffer_pix::tan_Y = vec3(0.0, 0.0, 0.0) |
| in Vector3 glsl::UniversalSurface_gbuffer_pix::tan_Z |
| in Point2 glsl::UniversalSurface_gbuffer_pix::texCoord |
Texture coordinate.
| uniform Point2 glsl::UniversalSurface_gbuffer_pix::upperCoord |
| const vec4 glsl::UniversalSurface_gbuffer_pix::vertexColor = vec4(0.0,0.0,0.0,0.0) |
| in Point3 glsl::UniversalSurface_gbuffer_pix::wsPosition |
1.8.15