10 layout(location = 0) out vec4 R2_out;
15 uniform sampler2D R2_refraction_delta;
23 R2_vertex_data.positive_eye_z, R2_view.depth_coefficient);
25 texture (R2_refraction_delta, R2_vertex_data.uv).xyz;
27 (delta_unsigned * 2.0) - 1.0;
30 R2_refraction, R2_vertex_data.position_clip, delta);
31 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.
Viewport types and functions.
Types relating to the view.
Types for deferred surface shading.
Interpolated vertex data that all deferred surface shaders will receive.
Logarithmic depth functions.
Functions and types to render generic refraction.
Matrices and parameters related to the view that all surface shaders will receive.
vec4 R2_refractionMasked(const R2_refraction_t refraction, const vec4 position_here_clip, const vec3 delta)