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R2LightSphericalDebugConstant.h
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#ifndef R2_LIGHT_SPHERICAL_DEBUG_CONSTANT_H
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#define R2_LIGHT_SPHERICAL_DEBUG_CONSTANT_H
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/// \file R2LightSphericalDebugConstant.h
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/// \brief A spherical light that simply ignores the surface and applies a constant color
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#include "
R2LightShaderMain.h
"
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#include "
R2LightPositional.h
"
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#include "
R2LightSpherical.h
"
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uniform
R2_light_positional_t
R2_light_spherical;
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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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return
R2_light_output_t
(
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R2_light_spherical.
color
,
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R2_light_spherical.
color
);
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}
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#endif // R2_LIGHT_SPHERICAL_DEBUG_CONSTANT_H
R2_light_positional_t::color
vec3 color
The light color. The components are assumed to be in the range [0, 1].
Definition:
R2LightPositional.h:26
R2_deferredLightMain
R2_light_output_t R2_deferredLightMain(const R2_reconstructed_surface_t surface)
Definition:
R2LightSphericalDebugConstant.h:14
R2_reconstructed_surface_t
Reconstructed surface data, taken from the G-Buffer.
Definition:
R2ReconstructedSurface.h:16
R2_light_positional_t
A positional light type.
Definition:
R2LightPositional.h:24
R2LightShaderMain.h
The main function that all deferred light shaders must implement.
R2LightSpherical.h
Functions and types related to spherical lighting.
R2LightPositional.h
Functions and types related to positional lighting.
R2_light_output_t
The type of light values that all deferred light shaders calculate.
Definition:
R2LightOutput.h:9
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