19 gl_FragDepth = depth_log;
float R2_logDepthEncodePartial(const float z, const float depth_coefficient)
Functions for transforming normal vectors.
Types relating to the view.
Types for deferred surface shading.
float positive_eye_z
Positive eye-space Z position.
Interpolated vertex data that all deferred surface shaders will receive.
Logarithmic depth functions.
float depth_coefficient
The scene's logarithmic depth coefficient.
Matrices and parameters related to the view that all surface shaders will receive.