1 #ifndef R2_DEPTH_SHADER_DRIVER_SINGLE_H 2 #define R2_DEPTH_SHADER_DRIVER_SINGLE_H 17 layout(location = 0) out vec2 R2_out_depth_variance;
20 R2_depth_shader_main_exec()
29 R2_surface_matrices_instance);
40 gl_FragDepth = o.
depth;
47 #endif // R2_DEPTH_SHADER_DRIVER_SINGLE_H float R2_logDepthEncodePartial(const float z, const float depth_coefficient)
Types related to depth/depth-variance rendering.
Types relating to the view.
Types for deferred surface shading.
float depth
The calculated logarithmic depth of the surface.
float positive_eye_z
Positive eye-space Z position.
bool R2_depthShaderMain(const R2_vertex_data_t data, const R2_view_t view, const R2_surface_matrices_instance_t matrices_instance)
The type of values produced by depth shader executions.
Textures that are required by all surfaces.
Interpolated vertex data that all deferred surface shaders will receive.
Logarithmic depth functions.
bool discarded
true iff the fragment should be discarded
float depth_coefficient
The scene's logarithmic depth coefficient.
layout(location=0) out vec4 R2_out
RGBA color.
Matrices related to the rendered instance that all deferred surface shaders will receive.
Matrices and parameters related to the view that all surface shaders will receive.