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R2 Shaders
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Fragment shader for calculating an ambient occlusion term. More...
#include "R2GBufferInput.h"#include "R2LogDepth.h"#include "R2Normals.h"#include "R2PositionReconstruction.h"#include "R2Viewport.h"
Go to the source code of this file.
Functions | |
| layout (location=0) out float R2_out_occlusion | |
| void | main (void) |
Variables | |
| uniform R2_view_rays_t | R2_view_rays |
| uniform R2_gbuffer_input_t | R2_gbuffer |
| uniform float | R2_depth_coefficient |
| uniform mat4x4 | R2_ssao_transform_projection |
| uniform sampler2D | R2_ssao_noise |
| uniform vec2 | R2_ssao_noise_uv_scale |
| uniform vec3 | R2_ssao_kernel [128] |
| uniform int | R2_ssao_kernel_size |
| uniform float | R2_ssao_sample_radius |
| uniform float | R2_ssao_power |
| in vec2 | R2_uv |
Fragment shader for calculating an ambient occlusion term.
Definition in file R2SSAO.frag.
1.8.12