1 #ifndef R2_LIGHT_PROJECTIVE_H     2 #define R2_LIGHT_PROJECTIVE_H    46   const mat4x4 m_eye_to_light_eye,
    47   const mat4x4 m_light_projection)
    55     m_eye_to_light_eye * surface_hom;
    59     surface_light_clip.xyz / surface_light_clip.w;
    61     (surface_light_ndc.xy + 1.0) * 0.5;
    65     (surface_light_clip.w < 0.0) ? 0.0 : 1.0;
    77 #endif // R2_LIGHT_PROJECTIVE_H vec4 surface_light_eye
The surface position in light-eye-space. 
 
vec4 surface_light_clip
The surface position in light-clip-space. 
 
Vectors used when calculating projective lighting. 
 
Vectors used when calculating positional lighting. 
 
vec3 surface_light_ndc
The surface position as NDC coordinates from the perspective of the light. 
 
R2_light_projective_vectors_t R2_lightProjectiveVectors(const R2_light_positional_t light, const vec3 p, const vec3 n, const mat4x4 m_eye_to_light_eye, const mat4x4 m_light_projection)
 
vec2 surface_light_uv
The surface position as UV coordinates from the perspective of the light. 
 
R2_light_positional_vectors_t R2_lightPositionalVectors(const R2_light_positional_t light, const vec3 p, const vec3 n)
 
Functions and types related to positional lighting. 
 
R2_light_positional_vectors_t positional
The vectors for positional lighting. 
 
float back_projected
A value that indicates whether or not the light fragment is back projected (0.0 means back projected...