R2 Core Shaders

R2LightDirectionalDebugConstant.h
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1 #ifndef R2_LIGHT_DIRECTIONAL_DEBUG_CONSTANT_H
2 #define R2_LIGHT_DIRECTIONAL_DEBUG_CONSTANT_H
3
4 /// \file R2LightDirectionalDebugConstant.h
5 /// \brief A trivial directional light that simply ignores the surface and applies a constant color
6
7 #include "R2LightShaderMain.h"
8 #include "R2LightDirectional.h"
9
10 uniform R2_light_directional_t R2_light_directional;
11
12 R2_light_output_t
13 R2_deferredLightMain(
14 const R2_reconstructed_surface_t surface)
15 {
16 return R2_light_output_t(
17 R2_light_directional.color,
18 R2_light_directional.color);
19 }
20
21 #endif // R2_LIGHT_DIRECTIONAL_DEBUG_CONSTANT_H
R2_light_directional_t::color
vec3 color
The light color. The components are assumed to be in the range [0, 1].
Definition: R2LightDirectional.h:24
R2LightDirectional.h
Functions and types related to directional lighting.
R2_reconstructed_surface_t
Reconstructed surface data, taken from the G-Buffer.
Definition: R2ReconstructedSurface.h:16
R2LightShaderMain.h
The main function that all deferred light shaders must implement.
R2_deferredLightMain
R2_light_output_t R2_deferredLightMain(const R2_reconstructed_surface_t surface)
Definition: R2LightDirectionalDebugConstant.h:13
R2_light_directional_t
A directional light type.
Definition: R2LightDirectional.h:22
R2_light_output_t
The type of light values that all deferred light shaders calculate.
Definition: R2LightOutput.h:9