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R2 Shaders
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Surface data reconstructed from the G-Buffer. More...
#include "R2GBufferInput.h"#include "R2LogDepth.h"#include "R2Normals.h"#include "R2PositionReconstruction.h"#include "R2Viewport.h"#include "R2ViewRays.h"

Go to the source code of this file.
Data Structures | |
| struct | R2_reconstructed_surface_t |
| Reconstructed surface data, taken from the G-Buffer. More... | |
Functions | |
| R2_reconstructed_surface_t | R2_deferredSurfaceReconstruct (const R2_gbuffer_input_t gbuffer, const R2_viewport_t viewport, const R2_view_rays_t view_rays, const float depth_coefficient, const vec2 screen_position) |
Surface data reconstructed from the G-Buffer.
Definition in file R2ReconstructedSurface.h.
| R2_reconstructed_surface_t R2_deferredSurfaceReconstruct | ( | const R2_gbuffer_input_t | gbuffer, |
| const R2_viewport_t | viewport, | ||
| const R2_view_rays_t | view_rays, | ||
| const float | depth_coefficient, | ||
| const vec2 | screen_position | ||
| ) |
Perform a full reconstruction of the surface in the given G-Buffer.
The implementation of this function is affected by the following preprocessor defines:
If R2_RECONSTRUCT_DIFFUSE_ONLY is defined, the function only samples those parts of the geometry buffer that are required for diffuse lighting (specifically depth and normals).
If R2_RECONSTRUCT_DIFFUSE_SPECULAR_ONLY is defined, the function only samples those parts of the geometry buffer that are required for diffuse lighting (specifically depth, normals, and specular).
Otherwise, the surface is fully reconstructed.
| gbuffer | The G-Buffer that will be sampled |
| viewport | The current viewport |
| view_rays | The current view rays |
| screen_position | The current screen position (typically gl_FragCoord.xy). |
Definition at line 60 of file R2ReconstructedSurface.h.
1.8.12