R2 Shaders
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A projective light with no specular highlights and a variance shadow. More...
#include "R2LightShaderMain.h"
#include "R2LightPositional.h"
#include "R2LightProjective.h"
#include "R2LightSpherical.h"
#include "R2ShadowVariance.h"
Go to the source code of this file.
Functions | |
R2_light_output_t | R2_deferredLightMain (const R2_reconstructed_surface_t surface) |
Variables | |
uniform R2_light_positional_t | R2_light_projective |
uniform R2_shadow_variance_t | R2_shadow_variance |
uniform sampler2D | R2_light_projective_image |
uniform mat4x4 | R2_transform_eye_to_light_eye |
uniform mat4x4 | R2_transform_light_projection |
A projective light with no specular highlights and a variance shadow.
Definition in file R2LightProjectiveLambertShadowVariance.h.
R2_light_output_t R2_deferredLightMain | ( | const R2_reconstructed_surface_t | surface | ) |
Calculate light values for the current light, based on the current contents of the G-buffer.
surface | Reconstructed surface data taken from the G-Buffer |
Definition at line 20 of file R2LightProjectiveLambertShadowVariance.h.