R2 Shaders
Data Structures
Here are the data structures with brief descriptions:
 CR2_basic_surface_parameters_tConstant surface parameters that all basic surface shaders will receive
 CR2_basic_surface_textures_tInput textures that all basic surface shaders will receive
 CR2_bilateral_blur_depth_aware_tParameters for the blur effect
 CR2_depth_shader_result_tThe type of values produced by depth shader executions
 CR2_fxaa_tFXAA parameters
 CR2_gbuffer_input_tA type representing the set of bound textures that make up the G-Buffer
 CR2_gbuffer_output_tA type representing the values written to the G-Buffer
 CR2_light_ambient_tA ambient light type
 CR2_light_directional_tA directional light type
 CR2_light_directional_vectors_tVectors used when calculating directional lighting
 CR2_light_matrices_tInput matrices for light volumes
 CR2_light_output_tThe type of light values that all deferred light shaders calculate
 CR2_light_positional_tA positional light type
 CR2_light_positional_vectors_tVectors used when calculating positional lighting
 CR2_light_projective_vectors_tVectors used when calculating projective lighting
 CR2_reconstructed_surface_tReconstructed surface data, taken from the G-Buffer
 CR2_shadow_variance_tA variance shadow
 CR2_stencil_parameters_tParameters for stencil instances
 CR2_surface_derived_tDerived surface data that all deferred surface shaders will receive
 CR2_surface_matrices_instance_tMatrices related to the rendered instance that all deferred surface shaders will receive
 CR2_surface_output_tThe type of surface details that all deferred surface shaders are required to calculate
 CR2_surface_reflective_parameters_tParameters for reflections
 CR2_surface_reflective_textures_tTextures for reflections
 CR2_surface_textures_tTextures that are required by all surfaces
 CR2_vertex_data_tInterpolated vertex data that all deferred surface shaders will receive
 CR2_view_rays_tThe type of view rays used to reconstruct positions during deferred rendering
 CR2_view_tMatrices and parameters related to the view that all surface shaders will receive
 CR2_viewport_tThe type of viewports