8 layout(location = 0) out vec4 R2_out;
11 uniform vec4 R2_color;
18 R2_vertex_data.positive_eye_z,
19 R2_view.depth_coefficient);
22 gl_FragDepth = depth_log;
float R2_logDepthEncodePartial(const float z, const float depth_coefficient)
Types relating to the view.
Types for deferred surface shading.
Interpolated vertex data that all deferred surface shaders will receive.
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.