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Declares the input variables and provides a helper function transform() that computes the object-to-world space transformation and related vertex attributes.
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Public Member Functions | |
void | UniversalSurface_transform (in vec4 osVertex, in vec3 osNormal, in vec4 osPackedTangent, in vec2 texCoord0, in vec2 texCoord1, in vec4 vColor) |
Public Attributes | |
out Point3 | csPosition |
in vec3 | g3d_Normal |
in vec4 | g3d_PackedTangent |
in vec2 | g3d_TexCoord0 |
in vec2 | g3d_TexCoord1 |
in vec4 | g3d_Vertex |
out Vector3 | tan_Z |
This is the normal in world space. More... | |
out Point2 | texCoord |
out Point3 | wsPosition |
Declares the input variables and provides a helper function transform() that computes the object-to-world space transformation and related vertex attributes.
This is packaged separately from UniversalSurface_render.vrt to make it easy to compute the object-space positions procedurally in related shaders but still use the material and lighting model from UniversalSurface.
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inline |
out Point3 glsl::UniversalSurface_vertex_glsl::csPosition |
in vec3 glsl::UniversalSurface_vertex_glsl::g3d_Normal |
in vec4 glsl::UniversalSurface_vertex_glsl::g3d_PackedTangent |
in vec2 glsl::UniversalSurface_vertex_glsl::g3d_TexCoord0 |
in vec2 glsl::UniversalSurface_vertex_glsl::g3d_TexCoord1 |
in vec4 glsl::UniversalSurface_vertex_glsl::g3d_Vertex |
out Vector3 glsl::UniversalSurface_vertex_glsl::tan_Z |
This is the normal in world space.
out Point2 glsl::UniversalSurface_vertex_glsl::texCoord |
out Point3 glsl::UniversalSurface_vertex_glsl::wsPosition |