18 vec4 (R2_vertex_position, 1.0);
23 vec4 position_clip_log =
31 vec2 uv = (R2_surface_matrices_instance.
transform_uv * vec3 (R2_vertex_uv, 1.0)).xy;
32 vec4 tangent4 = R2_vertex_tangent4;
33 vec3 tangent = tangent4.xyz;
34 vec3 normal = R2_vertex_normal;
47 gl_Position = position_clip_log;
Data required by each vertex in deferred rendering, provided as vertex attributes.
float R2_logDepthEncodeFull(const float z, const float depth_coefficient)
mat4x4 transform_projection
Eye-space to Clip-space matrix.
vec3 R2_normalsBitangent(const vec3 n, const vec4 t)
Functions for transforming normal vectors.
Types relating to the view.
Types for deferred surface shading.
mat4x4 transform_modelview
Object-space to Eye-space matrix.
mat3x3 transform_uv
UV matrix.
Interpolated vertex data that all deferred surface shaders will receive.
float R2_logDepthPrepareEyeZ(const float z)
Logarithmic depth functions.
float depth_coefficient
The scene's logarithmic depth coefficient.
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.