R2 Shaders
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R2DepthBasic.h
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#ifndef R2_DEPTH_BASIC_H
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#define R2_DEPTH_BASIC_H
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/// \file R2DepthBasic.h
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/// \brief Basic depth-only implementation that discards fragments based on the opacity of an albedo texture and a threshold value
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#include "
R2DepthShaderMain.h
"
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uniform sampler2D R2_texture_albedo;
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uniform
float
R2_alpha_discard_threshold;
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bool
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R2_depthShaderMain
(
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const
R2_vertex_data_t
data,
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const
R2_view_t
view,
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const
R2_surface_matrices_instance_t
matrices_instance)
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{
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vec4 surface = texture (R2_texture_albedo, data.
uv
);
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return
surface.w < R2_alpha_discard_threshold;
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}
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#endif // R2_DEPTH_BASIC_H
R2_vertex_data_t::uv
vec2 uv
Object-space UV.
Definition:
R2SurfaceTypes.h:19
R2_depthShaderMain
bool R2_depthShaderMain(const R2_vertex_data_t data, const R2_view_t view, const R2_surface_matrices_instance_t matrices_instance)
Definition:
R2DepthBasic.h:13
R2DepthShaderMain.h
The main function that all depth shaders must implement.
R2_vertex_data_t
Interpolated vertex data that all deferred surface shaders will receive.
Definition:
R2SurfaceTypes.h:11
R2_surface_matrices_instance_t
Matrices related to the rendered instance that all deferred surface shaders will receive.
Definition:
R2SurfaceTypes.h:44
R2_view_t
Matrices and parameters related to the view that all surface shaders will receive.
Definition:
R2View.h:9
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