R2 Core Shaders

Functions | Variables
R2LightAmbientWithOcclusion.h File Reference

A trivial ambient light with mapped occlusion. More...

`#include "R2LightShaderMain.h"`
`#include "R2LightAmbient.h"`
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## Functions
R2_light_output_t | R2_deferredLightMain (const R2_reconstructed_surface_t surface)

## Variables
uniform R2_light_ambient_t | R2_light_ambient

## Detailed Description

A trivial ambient light with mapped occlusion.

Definition in file R2LightAmbientWithOcclusion.h.

## Function Documentation

## § R2_deferredLightMain()

R2_light_output_t R2_deferredLightMain | ( | const R2_reconstructed_surface_t | surface | ) |

Calculate light values for the current light, based on the current contents of the G-buffer.

Parameters

  surface | Reconstructed surface data taken from the G-Buffer

Returns
  Calculated light values

Definition at line 13 of file R2LightAmbientWithOcclusion.h.

15 {
16 vec3 diffuse =
17 R2_lightAmbientTerm (R2_light_ambient, surface.uv);
18 vec3 specular =
19 vec3 (0.0);
20
21 return R2_light_output_t (diffuse, specular);
22 }
R2_reconstructed_surface_t::uv
vec2 uv
The UV coordinates of the current screen fragment.
Definition: R2ReconstructedSurface.h:32
R2_light_output_t
The type of light values that all deferred light shaders calculate.
Definition: R2LightOutput.h:9
R2_lightAmbientTerm
vec3 R2_lightAmbientTerm(const R2_light_ambient_t light, const vec2 uv)
Definition: R2LightAmbient.h:29