R2 Shaders
R2GBufferOutput.h
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1 #ifndef R2_GBUFFER_OUTPUT_H
2 #define R2_GBUFFER_OUTPUT_H
3 
4 /// \file R2GBufferOutput.h
5 /// \brief The G-Buffer format.
6 
7 /// A type representing the values written to the G-Buffer.
8 
10  /// 8-bit unsigned normalized RGB color
11  vec3 albedo;
12  /// 8-bit unsigned normalized emission level
13  float emission;
14  /// Compressed 16-bit half-precision normals
15  vec2 normal;
16  /// 8-bit unsigned normalized RGB specular color
17  vec3 specular;
18  /// 8-bit unsigned normalized specular exponent
19  float specular_exp;
20  /// Logarithmic depth value
21  float depth;
22  /// `True` if this particular surface fragment should be discarded
23  bool discarded;
24 };
25 
26 #endif // R2_GBUFFER_OUTPUT_H
vec3 albedo
8-bit unsigned normalized RGB color
vec3 specular
8-bit unsigned normalized RGB specular color
vec2 normal
Compressed 16-bit half-precision normals.
float depth
Logarithmic depth value.
float emission
8-bit unsigned normalized emission level
bool discarded
True if this particular surface fragment should be discarded
A type representing the values written to the G-Buffer.
float specular_exp
8-bit unsigned normalized specular exponent