11 uniform mat4x4 R2_transform_projection_inverse;
20 vec4 (R2_vertex_position, 1.0);
22 R2_transform_projection_inverse * position_clip;
23 vec4 position_clip_log =
29 vec4 tangent4 = R2_vertex_tangent4;
30 vec3 tangent = tangent4.xyz;
31 vec3 normal = R2_vertex_normal;
34 float positive_eye_z =
47 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)
vec3 R2_normalsBitangent(const vec3 n, const vec4 t)
Functions for transforming normal vectors.
Types relating to the view.
Types for deferred surface shading.
Interpolated vertex data that all deferred surface shaders will receive.
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.