11 out
float R2_positive_eye_z;
20 vec4 (R2_vertex_position, 1.0);
22 (m_modelview * position_hom);
25 vec4 position_clip_log =
32 gl_Position = position_clip_log;
float R2_logDepthEncodeFull(const float z, const float depth_coefficient)
mat4x4 transform_projection
Eye-space to Clip-space matrix.
Types relating to the view.
Types for deferred surface shading.
float R2_logDepthPrepareEyeZ(const float z)
Logarithmic depth functions.
Data delivered via vertex attributes to batched instances in deferred rendering.
float depth_coefficient
The scene's logarithmic depth coefficient.
Matrices and parameters related to the view that all surface shaders will receive.
mat4x4 transform_view
World-space to Eye-space matrix.