R2 Core Shaders

R2LogDepthOnlySingle.vert
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1 /// \file R2LogDepthOnlySingle.vert
2 /// \brief Single-instance logarithmic depth only vertex shader.
3
4 #include "R2LogDepth.h"
5 #include "R2Normals.h"
6 #include "R2SurfaceTypes.h"
7 #include "R2View.h"
8
9 layout(location = 0) in vec3 R2_vertex_position; // Object-space position
10
11 out R2_vertex_data_t R2_vertex_data;
12 uniform mat4x4 R2_transform_modelview;
13 uniform R2_view_t R2_view;
14
15 void
16 main (void)
17 {
18 vec4 position_hom =
19 vec4 (R2_vertex_position, 1.0);
20 vec4 position_eye =
21 (R2_transform_modelview * position_hom);
22 vec4 position_clip =
23 ((R2_view.transform_projection * R2_transform_modelview) * position_hom);
24 vec4 position_clip_log =
25 vec4 (
26 position_clip.xy,
27 R2_logDepthEncodeFull (position_clip.w, R2_view.depth_coefficient),
28 position_clip.w);
29
30 float positive_eye_z =
31 R2_logDepthPrepareEyeZ (position_eye.z);
32
33 R2_vertex_data = R2_vertex_data_t (
34 position_eye,
35 position_clip,
36 positive_eye_z,
37 vec2 (0.0),
38 vec3 (0.0),
39 vec3 (0.0),
40 vec3 (0.0)
41 );
42
43 gl_Position = position_clip_log;
44 }
R2_logDepthEncodeFull
float R2_logDepthEncodeFull(const float z, const float depth_coefficient)
Definition: R2LogDepth.h:51
layout
layout(location=0) in vec3 R2_vertex_world_position
World-space position.
R2Normals.h
Functions for transforming normal vectors.
R2View.h
Types relating to the view.
R2SurfaceTypes.h
Types for deferred surface shading.
R2_vertex_data_t
Interpolated vertex data that all deferred surface shaders will receive.
Definition: R2SurfaceTypes.h:11
R2_logDepthPrepareEyeZ
float R2_logDepthPrepareEyeZ(const float z)
Definition: R2LogDepth.h:15
R2LogDepth.h
Logarithmic depth functions.
R2_view_t
Matrices and parameters related to the view that all surface shaders will receive.
Definition: R2View.h:9