7 layout(location = 0) in vec3 R2_vertex_position;
9 uniform
float R2_light_depth_coefficient;
12 out vec4 R2_light_volume_position_eye;
13 out
float R2_light_volume_positive_eye_z;
19 vec4 (R2_vertex_position, 1.0);
21 (R2_light_matrices.transform_volume_modelview * position_hom);
23 ((R2_light_matrices.transform_projection * R2_light_matrices.transform_volume_modelview) * position_hom);
24 vec4 position_clip_log =
30 R2_light_volume_position_eye = position_eye;
32 gl_Position = position_clip_log;
float R2_logDepthEncodeFull(const float z, const float depth_coefficient)
Matrices required by standard light types.
Input matrices for light volumes.
float R2_logDepthPrepareEyeZ(const float z)
Logarithmic depth functions.
layout(location=0) out vec4 R2_out
RGBA color.