R2 Core Shaders

Functions
R2EnvironmentReflection.h File Reference

Functions for environment-mapped reflections. More...

`#include "R2CubeMaps.h"`
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## Functions
vec4 | R2_environmentReflection (const samplerCube t, const vec3 v_eye, const vec3 n_eye, const mat4x4 view_inv)

## Detailed Description

Functions for environment-mapped reflections.

Definition in file R2EnvironmentReflection.h.

## Function Documentation

## § R2_environmentReflection()

vec4 R2_environmentReflection | ( | const samplerCube | t,
|  | const vec3 | v_eye,
|  | const vec3 | n_eye,
|  | const mat4x4 | view_inv
| ) |  |

Calculate a reflection based on the eye-space view direction v_eye and eye-space surface normal n_eye. The reflection vector is transformed to world-space using the inverse view transform view_inv and sampled from the right-handed cube map t.

Parameters

  t | A right-handed cube map
  v_eye | An eye-space view direction
  n_eye | An eye-space surface normal
  view_inv | An eye-space-to-world-space matrix

Definition at line 24 of file R2EnvironmentReflection.h.

29 {
30 vec3 v_eye_n = normalize (v_eye);
31 vec3 n_eye_n = normalize (n_eye);
32 vec3 r = reflect (v_eye_n, n_eye_n);
33 vec4 r_world = view_inv * vec4 (r, 0.0);
34 return R2_cubeMapTextureRH (t, r_world.xyz);
35 }
R2_cubeMapTextureRH
vec4 R2_cubeMapTextureRH(const samplerCube t, const vec3 v)
Definition: R2CubeMaps.h:15