8 uniform
float R2_light_depth_coefficient;
11 out
float R2_light_volume_positive_eye_z;
18 vec4 (R2_vertex_position, 1.0);
21 vec4 position_clip_log =
28 gl_Position = position_clip_log;
float R2_logDepthEncodeFull(const float z, const float depth_coefficient)
Matrices required by standard light types.
Data required by each vertex in deferred light rendering, provided as vertex attributes.
Input matrices for light volumes.
mat4x4 transform_projection_inverse
Clip-space to eye-space matrix.
float R2_logDepthPrepareEyeZ(const float z)
Logarithmic depth functions.