R2 Shaders
R2LightSphericalDebugConstant.h
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1 #ifndef R2_LIGHT_SPHERICAL_DEBUG_CONSTANT_H
2 #define R2_LIGHT_SPHERICAL_DEBUG_CONSTANT_H
3 
4 /// \file R2LightSphericalDebugConstant.h
5 /// \brief A spherical light that simply ignores the surface and applies a constant color
6 
7 #include "R2LightShaderMain.h"
8 #include "R2LightPositional.h"
9 #include "R2LightSpherical.h"
10 
11 uniform R2_light_positional_t R2_light_spherical;
12 
15  const R2_reconstructed_surface_t surface)
16 {
17  return R2_light_output_t(
18  R2_light_spherical.color,
19  R2_light_spherical.color);
20 }
21 
22 #endif // R2_LIGHT_SPHERICAL_DEBUG_CONSTANT_H
vec3 color
The light color. The components are assumed to be in the range [0, 1].
R2_light_output_t R2_deferredLightMain(const R2_reconstructed_surface_t surface)
Reconstructed surface data, taken from the G-Buffer.
A positional light type.
The main function that all deferred light shaders must implement.
Functions and types related to spherical lighting.
Functions and types related to positional lighting.
The type of light values that all deferred light shaders calculate.
Definition: R2LightOutput.h:9