27 vec4 (R2_vertex_position, 1.0);
29 (m_modelview * position_hom);
32 vec4 position_clip_log =
40 vec2 uv = R2_vertex_uv;
41 vec4 tangent4 = R2_vertex_tangent4;
42 vec3 tangent = tangent4.xyz;
43 vec3 normal = R2_vertex_normal;
62 gl_Position = position_clip_log;
float R2_logDepthEncodeFull(const float z, const float depth_coefficient)
mat4x4 transform_projection
Eye-space to Clip-space matrix.
vec3 R2_normalsBitangent(const vec3 n, const vec4 t)
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.
Data delivered via vertex attributes to batched instances in deferred rendering.
float depth_coefficient
The scene's logarithmic depth coefficient.
Matrices related to the rendered instance that all deferred surface shaders will receive.
Matrices and parameters related to the view that all surface shaders will receive.
mat4x4 transform_view
World-space to Eye-space matrix.