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Shader program. More...
Public Member Functions | |
| void | main () |
| void | writePixel (Radiance3 premultipliedReflectionAndEmission, float coverage, Color3 transmissionCoefficient, float smoothness, float etaRatio, Point3 csPosition, Vector3 csNormal) |
Public Attributes | |
| out float4 | _result |
| const vec3 | _tsE = vec3(0, 0, 0) |
| uniform sampler2D | ambientOcclusion_buffer |
| uniform ivec2 | ambientOcclusion_offset |
| uniform vec3 | ambientOcclusion_size |
| uniform sampler2D | background |
| Image of the background plane. More... | |
| uniform float2 | backgroundMaxCoord |
| uniform float2 | backgroundMinCoord |
| uniform float | backgroundZ |
| Camera space z position of the background plane; Negative number. More... | |
| float | backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0 |
| uniform vec2 | backSizeMeters |
| uniform vec3 | clipInfo |
| For the current camera. More... | |
| in Point3 | csPosition |
| Surface position in camera space. More... | |
| uniform sampler2D | depthBuffer |
| The depth buffer for the current framebuffer. More... | |
| uniform float | etaRatio |
| vec2 | lightMapCoord = vec2(0, 0) |
| uniform UniversalMaterial2D | material |
| 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(0,0,0,0) |
| in Point3 | wsPosition |
| Surface position in world space. More... | |
Shader program.
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inline |
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inline |
| out float4 glsl::UniversalSurface_render_pix::_result |
| const vec3 glsl::UniversalSurface_render_pix::_tsE = vec3(0, 0, 0) |
| uniform sampler2D glsl::UniversalSurface_render_pix::ambientOcclusion_buffer |
| uniform ivec2 glsl::UniversalSurface_render_pix::ambientOcclusion_offset |
| uniform vec3 glsl::UniversalSurface_render_pix::ambientOcclusion_size |
| uniform sampler2D glsl::UniversalSurface_render_pix::background |
Image of the background plane.
| uniform float2 glsl::UniversalSurface_render_pix::backgroundMaxCoord |
| uniform float2 glsl::UniversalSurface_render_pix::backgroundMinCoord |
| uniform float glsl::UniversalSurface_render_pix::backgroundZ |
Camera space z position of the background plane; Negative number.
| float glsl::UniversalSurface_render_pix::backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0 |
| uniform vec2 glsl::UniversalSurface_render_pix::backSizeMeters |
| uniform vec3 glsl::UniversalSurface_render_pix::clipInfo |
For the current camera.
Only has a defined value when rendering a partial coverage surface in a blended pass.
| in Point3 glsl::UniversalSurface_render_pix::csPosition |
Surface position in camera space.
| uniform sampler2D glsl::UniversalSurface_render_pix::depthBuffer |
The depth buffer for the current framebuffer.
It is not safe to read from this if the current pass is also writing to the depth buffer
| uniform float glsl::UniversalSurface_render_pix::etaRatio |
| vec2 glsl::UniversalSurface_render_pix::lightMapCoord = vec2(0, 0) |
| uniform UniversalMaterial2D glsl::UniversalSurface_render_pix::material |
| const vec3 glsl::UniversalSurface_render_pix::tan_X = vec3(0, 0, 0) |
| const vec3 glsl::UniversalSurface_render_pix::tan_Y = vec3(0, 0, 0) |
| in vec3 glsl::UniversalSurface_render_pix::tan_Z |
| in vec2 glsl::UniversalSurface_render_pix::texCoord |
| in Point3 glsl::UniversalSurface_render_pix::wsPosition |
Surface position in world space.
1.8.15