R2 Shaders
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Basic depth-only implementation that discards fragments based on the opacity of an albedo texture and a threshold value. More...
#include "R2DepthShaderMain.h"
Go to the source code of this file.
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 |
Basic depth-only implementation that discards fragments based on the opacity of an albedo texture and a threshold value.
Definition in file R2DepthBasic.h.
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.
data | Surface data (typically coming from a vertex) |
derived | Surface data calculated from the original vertex |
view | Matrices and parameters related to the current view |
matrices_instance | Matrices related to the instance to which this surface belongs |
true
iff the depth value should not be discarded Definition at line 13 of file R2DepthBasic.h.