9 layout(location = 0) in vec3 R2_vertex_position;
12 uniform mat4x4 R2_transform_modelview;
19 vec4 (R2_vertex_position, 1.0);
21 (R2_transform_modelview * position_hom);
23 ((R2_view.transform_projection * R2_transform_modelview) * position_hom);
24 vec4 position_clip_log =
30 float positive_eye_z =
43 gl_Position = position_clip_log;
float R2_logDepthEncodeFull(const float z, const float depth_coefficient)
Functions for transforming normal vectors.
Types relating to the view.
Types for deferred surface shading.
Interpolated vertex data that all deferred surface shaders will receive.
float R2_logDepthPrepareEyeZ(const float z)
Logarithmic depth functions.
layout(location=0) out vec4 R2_out
RGBA color.
Matrices and parameters related to the view that all surface shaders will receive.