R2 Core Shaders

R2LightSphericalDebugConstant.h
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1 #ifndef R2_LIGHT_SPHERICAL_DEBUG_CONSTANT_H
2 #define R2_LIGHT_SPHERICAL_DEBUG_CONSTANT_H
3
4 /// \file R2LightSphericalDebugConstant.h
5 /// \brief A spherical light that simply ignores the surface and applies a constant color
6
7 #include "R2LightShaderMain.h"
8 #include "R2LightPositional.h"
9 #include "R2LightSpherical.h"
10
11 uniform R2_light_positional_t R2_light_spherical;
12
13 R2_light_output_t
14 R2_deferredLightMain(
15 const R2_reconstructed_surface_t surface)
16 {
17 return R2_light_output_t(
18 R2_light_spherical.color,
19 R2_light_spherical.color);
20 }
21
22 #endif // R2_LIGHT_SPHERICAL_DEBUG_CONSTANT_H
R2_light_positional_t::color
vec3 color
The light color. The components are assumed to be in the range [0, 1].
Definition: R2LightPositional.h:26
R2_deferredLightMain
R2_light_output_t R2_deferredLightMain(const R2_reconstructed_surface_t surface)
Definition: R2LightSphericalDebugConstant.h:14
R2_reconstructed_surface_t
Reconstructed surface data, taken from the G-Buffer.
Definition: R2ReconstructedSurface.h:16
R2_light_positional_t
A positional light type.
Definition: R2LightPositional.h:24
R2LightShaderMain.h
The main function that all deferred light shaders must implement.
R2LightSpherical.h
Functions and types related to spherical lighting.
R2LightPositional.h
Functions and types related to positional lighting.
R2_light_output_t
The type of light values that all deferred light shaders calculate.
Definition: R2LightOutput.h:9