1 #ifndef R2_SURFACE_BASIC_REFLECTIVE_H 2 #define R2_SURFACE_BASIC_REFLECTIVE_H 42 texture (R2_basic_surface_textures.
albedo, data.
uv);
46 R2_basic_surface_parameters.
albedo_mix * albedo_sample.w);
48 vec4 environment_sample =
57 mix (albedo, environment_sample, R2_surface_reflective_parameters.
environment_mix);
59 float emission_sample =
60 texture (R2_basic_surface_textures.
emission, data.
uv).x;
64 vec3 specular_sample =
65 texture (R2_basic_surface_textures.
specular, data.
uv).xyz;
82 #endif // R2_SURFACE_BASIC_REFLECTIVE_H The main function that all deferred surface shaders must implement.
float emission_amount
Emission level in the range [0, 1]
vec3 normal_bumped
Final uncompressed eye-space normal produced by bump/normal mapping.
vec3 specular_color
RGB specular color.
sampler2D emission
R emission level texture.
mat4x4 transform_view_inverse
Eye-to-world matrix for transforming reflection vectors.
float environment_mix
Mix factor in the range [0, 1], where 1 indicates a fully reflective surface.
R2_surface_output_t R2_deferredSurfaceMain(const R2_vertex_data_t data, const R2_surface_derived_t derived, const R2_surface_textures_t textures, const R2_view_t view, const R2_surface_matrices_instance_t matrices_instance)
Constant surface parameters that all basic surface shaders will receive.
vec4 position_eye
Eye-space surface position.
Functions for environment-mapped reflections.
Input textures that all basic surface shaders will receive.
vec4 albedo_color
Base RGBA albedo color.
Textures that are required by all surfaces.
Interpolated vertex data that all deferred surface shaders will receive.
sampler2D albedo
RGBA albedo texture.
float specular_exponent
Specular exponent in the range [0, 256]
The type of surface details that all deferred surface shaders are required to calculate.
Parameters for reflections.
Derived surface data that all deferred surface shaders will receive.
vec4 R2_environmentReflection(const samplerCube t, const vec3 v_eye, const vec3 n_eye, const mat4x4 view_inv)
Textures for reflections.
float albedo_mix
Albedo color/texture mix.
float alpha_discard_threshold
Alpha discard threshold in the range [0, 1].
Types for basic surfaces.
Matrices related to the rendered instance that all deferred surface shaders will receive.
samplerCube environment
A right-handed cube map representing the reflected environment.
sampler2D specular
RGB specular map texture.
Matrices and parameters related to the view that all surface shaders will receive.