R2 Shaders
R2SurfaceOutput.h
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1 #ifndef R2_SURFACE_OUTPUT_H
2 #define R2_SURFACE_OUTPUT_H
3 
4 /// \file R2SurfaceOutput.h
5 /// \brief Types describing calculated surfaces
6 
7 /// The type of surface details that all deferred surface shaders are required to calculate.
8 
10  /// 8-bit unsigned normalized RGB color
11  vec3 albedo;
12  /// 8-bit unsigned normalized emission level
13  float emission;
14  /// Eye-space normal vector
15  vec3 normal;
16  /// 8-bit unsigned normalized RGB specular color
17  vec3 specular;
18  /// Specular exponent in the range `[0, 256]`
19  float specular_exp;
20  /// `True` if this particular surface fragment should be discarded
21  bool discarded;
22 };
23 
24 #endif // R2_SURFACE_OUTPUT_H
vec3 specular
8-bit unsigned normalized RGB specular color
float emission
8-bit unsigned normalized emission level
bool discarded
True if this particular surface fragment should be discarded
vec3 normal
Eye-space normal vector.
float specular_exp
Specular exponent in the range [0, 256]
The type of surface details that all deferred surface shaders are required to calculate.
vec3 albedo
8-bit unsigned normalized RGB color