R2 Shaders
R2LightAmbientSingle.vert
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1 /// \file R2LightAmbientSingle.vert
2 /// \brief A vertex shader for full-screen single-instance ambient lights
3 
4 #include "R2LogDepth.h"
5 #include "R2LightVertex.h"
6 #include "R2LightMatrices.h"
7 
8 uniform float R2_light_depth_coefficient;
9 uniform R2_light_matrices_t R2_light_matrices;
10 
11 out float R2_light_volume_positive_eye_z;
12 
13 void
14 main (void)
15 {
16  // The input vertices are assumed to be in clip-space already.
17  vec4 position_clip =
18  vec4 (R2_vertex_position, 1.0);
19  vec4 position_eye =
20  R2_light_matrices.transform_projection_inverse * position_clip;
21  vec4 position_clip_log =
22  vec4 (
23  position_clip.xy,
24  R2_logDepthEncodeFull (position_clip.w, R2_light_depth_coefficient),
25  position_clip.w);
26 
27  R2_light_volume_positive_eye_z = R2_logDepthPrepareEyeZ (position_eye.z);
28  gl_Position = position_clip_log;
29 }
float R2_logDepthEncodeFull(const float z, const float depth_coefficient)
Definition: R2LogDepth.h:51
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)
Definition: R2LogDepth.h:15
Logarithmic depth functions.