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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 | |
| layout (depth_greater) out float gl_FragDepth | |
| layout (location=0) in vec2 texCoord | |
| Texture coordinate. More... | |
| layout (location=10) in vec4 vertexColor | |
| void | main () |
Public Attributes | |
| float | backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0 |
| Point3 | csPrevPosition |
| uniform vec2 | lowerCoord |
| Do not read color attributes (except LAMBERTIAN, if an alpha test is required) outside of this rectangle. More... | |
| mat4 | PreviousProjectToScreenMatrix |
| mat4 | ProjectToScreenMatrix |
| uniform vec2 | upperCoord |
| flat in float | voxelCoverage |
| flat in Color3 | voxelLambertian |
This shader expects a prefix (GBuffer::macros() or SVO::macros()) to be attached at runtime using Shader::setPremable.
| glsl::VoxelSurface_gbuffer_pix::layout | ( | depth_greater | ) |
| glsl::VoxelSurface_gbuffer_pix::layout | ( | location | = 0 | ) |
Texture coordinate.
| glsl::VoxelSurface_gbuffer_pix::layout | ( | location | = 10 | ) |
|
inline |
| float glsl::VoxelSurface_gbuffer_pix::backside = (gl_FrontFacing == g3d_InvertY) ? 1.0 : -1.0 |
| Point3 glsl::VoxelSurface_gbuffer_pix::csPrevPosition |
| uniform vec2 glsl::VoxelSurface_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.
| mat4 glsl::VoxelSurface_gbuffer_pix::PreviousProjectToScreenMatrix |
| mat4 glsl::VoxelSurface_gbuffer_pix::ProjectToScreenMatrix |
| uniform vec2 glsl::VoxelSurface_gbuffer_pix::upperCoord |
| flat in float glsl::VoxelSurface_gbuffer_pix::voxelCoverage |
| flat in Color3 glsl::VoxelSurface_gbuffer_pix::voxelLambertian |
1.8.15