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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 |