11 uniform mat4x4 R2_transform_modelview;
13 out
float R2_positive_eye_z;
19 vec4 (R2_vertex_position, 1.0);
21 R2_transform_modelview * position_hom;
24 vec4 position_clip_log =
31 gl_Position = position_clip_log;
Data required by each vertex in deferred rendering, provided as vertex attributes.
float R2_logDepthEncodeFull(const float z, const float depth_coefficient)
mat4x4 transform_projection
Eye-space to Clip-space matrix.
Viewport types and functions.
Types relating to the view.
Types for deferred surface shading.
float R2_logDepthPrepareEyeZ(const float z)
Logarithmic depth functions.
float depth_coefficient
The scene's logarithmic depth coefficient.
Matrices and parameters related to the view that all surface shaders will receive.