8 layout(location = 0) in vec3 R2_vertex_world_position;
11 layout(location = 1) in vec4 R2_vertex_color;
13 out vec4 R2_frag_color;
14 out
float R2_positive_eye_z;
22 vec4 (R2_vertex_world_position, 1.0);
24 R2_view.transform_view * position_hom;
26 R2_view.transform_projection * position_eye;
27 vec4 position_clip_log =
33 R2_frag_color = R2_vertex_color;
35 gl_Position = position_clip_log;
float R2_logDepthEncodeFull(const float z, const float depth_coefficient)
Types relating to the view.
float R2_logDepthPrepareEyeZ(const float z)
Logarithmic depth functions.
layout(location=0) out vec4 R2_out
RGBA color.
Matrices and parameters related to the view that all surface shaders will receive.