R2 Shaders
Functions | Variables
R2DepthBasic.h File Reference

Basic depth-only implementation that discards fragments based on the opacity of an albedo texture and a threshold value. More...

#include "R2DepthShaderMain.h"
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Functions

bool R2_depthShaderMain (const R2_vertex_data_t data, const R2_view_t view, const R2_surface_matrices_instance_t matrices_instance)
 

Variables

uniform sampler2D R2_texture_albedo
 
uniform float R2_alpha_discard_threshold
 

Detailed Description

Basic depth-only implementation that discards fragments based on the opacity of an albedo texture and a threshold value.

Definition in file R2DepthBasic.h.

Function Documentation

§ R2_depthShaderMain()

bool R2_depthShaderMain ( const R2_vertex_data_t  data,
const R2_view_t  view,
const R2_surface_matrices_instance_t  matrices_instance 
)

Calculate surface values for the current surface. Implementations of this function are expected to calculate a description of the current surface and then return true if the surface fragment should not be discarded.

Parameters
dataSurface data (typically coming from a vertex)
derivedSurface data calculated from the original vertex
viewMatrices and parameters related to the current view
matrices_instanceMatrices related to the instance to which this surface belongs
Returns
true iff the depth value should not be discarded

Definition at line 13 of file R2DepthBasic.h.

17 {
18  vec4 surface = texture (R2_texture_albedo, data.uv);
19  return surface.w < R2_alpha_discard_threshold;
20 }
vec2 uv
Object-space UV.