12 uniform sampler2D R2_texture_albedo;
13 uniform vec4 R2_color;
14 uniform
float R2_fade_positive_eye_z_near;
15 uniform
float R2_fade_positive_eye_z_far;
18 layout(location = 0) out vec4 R2_out;
25 R2_fade_positive_eye_z_near,
26 R2_fade_positive_eye_z_far,
27 vec3 (1.0, 1.0, 1.0));
33 texture (R2_texture_albedo, R2_vertex_data.
uv);
35 texture_sample * R2_color;
37 vec4 (texture_mult.xyz * opacity, texture_mult.w * opacity);
float R2_logDepthEncodePartial(const float z, const float depth_coefficient)
Types related to fog rendering.
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.
float positive_eye_z
Positive eye-space Z position.
float R2_fogAmountLinear(const R2_fog_t fog, const float z)
Interpolated vertex data that all deferred surface shaders will receive.
Logarithmic depth functions.
The type of fog parameters.
float depth_coefficient
The scene's logarithmic depth coefficient.
Matrices and parameters related to the view that all surface shaders will receive.