8 layout(location = 0) out vec4 R2_out;
11 uniform vec4 R2_color;
18 R2_vertex_data.positive_eye_z,
19 R2_view.depth_coefficient);
22 gl_FragDepth = depth_log;
float R2_logDepthEncodePartial(const float z, const float depth_coefficient)
layout(location=0) in vec3 R2_vertex_world_position
World-space position.
Types relating to the view.
Types for deferred surface shading.
Interpolated vertex data that all deferred surface shaders will receive.
Logarithmic depth functions.
Matrices and parameters related to the view that all surface shaders will receive.