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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.