R2 Core Shaders

R2LightShaderMain.h
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1 #ifndef R2_LIGHT_SHADER_MAIN_H
2 #define R2_LIGHT_SHADER_MAIN_H
3
4 /// \file R2LightShaderMain.h
5 /// \brief The main function that all deferred light shaders must implement.
6
7 #include "R2LightOutput.h"
8 #include "R2ReconstructedSurface.h"
9
10 ///
11 /// Calculate light values for the current light, based on the current contents
12 /// of the G-buffer.
13 ///
14 /// @param surface Reconstructed surface data taken from the G-Buffer
15 ///
16 /// @return Calculated light values
17
18 R2_light_output_t
19 R2_deferredLightMain (
20 const R2_reconstructed_surface_t surface
21 );
22
23 #endif // R2_LIGHT_SHADER_MAIN_H
R2_reconstructed_surface_t
Reconstructed surface data, taken from the G-Buffer.
Definition: R2ReconstructedSurface.h:16
R2LightOutput.h
Types describing calculated light contributions.
R2_light_output_t
The type of light values that all deferred light shaders calculate.
Definition: R2LightOutput.h:9
R2_deferredLightMain
R2_light_output_t R2_deferredLightMain(const R2_reconstructed_surface_t surface)
Definition: R2LightAmbientWithOcclusion.h:13
R2ReconstructedSurface.h
Surface data reconstructed from the G-Buffer.