Object forward fragment shader.
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in mat4 | tbn |
| | Normal to view matrix.
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in vec4 | viewSpacePosition |
| | View space position.
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in vec2 | uv |
| | UV coordinates.
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uniform uniform uniform mat4 | inverseV |
| | The view to world transformation matrix.
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uniform vec2 | invScreenSize |
| | Destination size.
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uniform int | lightsCount |
| | Number of active lights.
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uniform int | probesCount |
| | Number of active envmaps.
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uniform bool | hasUV |
| | Does the mesh have UV coordinates.
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uniform GPUPackedLight | lights [MAX_LIGHTS_COUNT] |
| | Store the lights in a continuous buffer (UBO).
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uniform GPUPackedProbe | probes [MAX_PROBES_COUNT] |
| | Store the probes in a continuous buffer (UBO).
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uniform vec4 | coeffs [9] |
| | SH approximations of the environment irradiance (UBO).
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out vec4 | fragColor |
| | Shading result.
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◆ main()
| void GPUShaders::Frag::Object_forward::main |
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inline |
Shade the object, applying lighting.
The documentation for this class was generated from the following file:
- resources/pbrdemo/shaders/forward/object_forward.frag