8 layout(location = 0) out vec4 R2_out;
10 in
float R2_positive_eye_z;
12 uniform vec4 R2_frag_color;
20 R2_view.depth_coefficient);
22 R2_out = R2_frag_color;
23 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.
Logarithmic depth functions.
Matrices and parameters related to the view that all surface shaders will receive.