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Shader program. More...
Public Member Functions | |
void | main () |
Public Attributes | |
const vec3 | _tsE = vec3(0, 0, 0) |
float | backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0 |
uniform UniversalMaterial2D | material |
out Color3 | result |
const vec3 | tan_X = vec3(0, 0, 0) |
const vec3 | tan_Y = vec3(0, 0, 0) |
in vec3 | tan_Z |
in vec2 | texCoord |
const Color4 | vertexColor = Color4(1.0) |
in vec3 | wsPosition |
Surface position in world space. More... | |
Shader program.
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inline |
const vec3 glsl::UniversalSurface_modulateBackground_pix::_tsE = vec3(0, 0, 0) |
float glsl::UniversalSurface_modulateBackground_pix::backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0 |
uniform UniversalMaterial2D glsl::UniversalSurface_modulateBackground_pix::material |
out Color3 glsl::UniversalSurface_modulateBackground_pix::result |
const vec3 glsl::UniversalSurface_modulateBackground_pix::tan_X = vec3(0, 0, 0) |
const vec3 glsl::UniversalSurface_modulateBackground_pix::tan_Y = vec3(0, 0, 0) |
in vec3 glsl::UniversalSurface_modulateBackground_pix::tan_Z |
in vec2 glsl::UniversalSurface_modulateBackground_pix::texCoord |
in vec3 glsl::UniversalSurface_modulateBackground_pix::wsPosition |
Surface position in world space.