R2 Core Shaders

Functions | Variables
R2DepthBasic.h File Reference

Basic depth-only implementation that discards fragments based on the opacity of an albedo texture and a threshold value. More...

`#include "R2DepthShaderMain.h"`
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## Functions
bool | R2_depthShaderMain (const R2_vertex_data_t data, const R2_view_t view, const R2_surface_matrices_instance_t matrices_instance)

## Variables
uniform sampler2D | R2_texture_albedo
uniform float | R2_alpha_discard_threshold

## Detailed Description

Basic depth-only implementation that discards fragments based on the opacity of an albedo texture and a threshold value.

Definition in file R2DepthBasic.h.

## Function Documentation

## § R2_depthShaderMain()

bool R2_depthShaderMain | ( | const R2_vertex_data_t | data,
|  | const R2_view_t | view,
|  | const R2_surface_matrices_instance_t | matrices_instance
| ) |  |

Calculate surface values for the current surface. Implementations of this function are expected to calculate a description of the current surface and then return `true` if the surface fragment should not be discarded.

Parameters

  data | Surface data (typically coming from a vertex)
  derived | Surface data calculated from the original vertex
  view | Matrices and parameters related to the current view
  matrices_instance | Matrices related to the instance to which this surface belongs

Returns
  `true` iff the depth value should not be discarded

Definition at line 13 of file R2DepthBasic.h.

17 {
18 vec4 surface = texture (R2_texture_albedo, data.uv);
19 return surface.w < R2_alpha_discard_threshold;
20 }
R2_vertex_data_t::uv
vec2 uv
Object-space UV.
Definition: R2SurfaceTypes.h:19