R2 Shaders
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R2LightShaderMain.h
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#ifndef R2_LIGHT_SHADER_MAIN_H
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#define R2_LIGHT_SHADER_MAIN_H
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/// \file R2LightShaderMain.h
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/// \brief The main function that all deferred light shaders must implement.
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#include "
R2LightOutput.h
"
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#include "
R2ReconstructedSurface.h
"
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///
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/// Calculate light values for the current light, based on the current contents
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/// of the G-buffer.
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///
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/// @param surface Reconstructed surface data taken from the G-Buffer
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///
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/// @return Calculated light values
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R2_light_output_t
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R2_deferredLightMain
(
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const
R2_reconstructed_surface_t
surface
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);
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#endif // R2_LIGHT_SHADER_MAIN_H
R2_reconstructed_surface_t
Reconstructed surface data, taken from the G-Buffer.
Definition:
R2ReconstructedSurface.h:16
R2LightOutput.h
Types describing calculated light contributions.
R2_light_output_t
The type of light values that all deferred light shaders calculate.
Definition:
R2LightOutput.h:9
R2_deferredLightMain
R2_light_output_t R2_deferredLightMain(const R2_reconstructed_surface_t surface)
Definition:
R2LightAmbientWithOcclusion.h:13
R2ReconstructedSurface.h
Surface data reconstructed from the G-Buffer.
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