Probe pbr fragment shader.
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uniform uniform uniform vec4 | shCoeffs [9] |
| | SH approximation of the environment probe irradiance (UBO).
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uniform mat4 | inverseV |
| | The view to world transformation matrix.
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uniform vec4 | projectionMatrix |
| | The camera projection matrix.
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uniform vec3 | cubemapPos |
| | The cubemap location.
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uniform vec3 | cubemapCenter |
| | The cubemap parallax box center.
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uniform vec3 | cubemapExtent |
| | The cubemap parallax box half size.
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uniform vec3 | cubemapSize |
| | The cubemap effect box half size.
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uniform vec2 | cubemapCosSin |
| | The cubemap parallax box orientation (precomputed cos/sin).
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uniform float | cubemapFade |
| | The cubemap effect box fade zone size.
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uniform float | maxLod |
| | Mip level count for the cubemap.
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out vec4 | fragColor |
| | Color.
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◆ main()
| void GPUShaders::Frag::Probe_pbr::main |
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inline |
Compute the environment probe ambient lighting contribution on the scene.
The documentation for this class was generated from the following file:
- resources/pbrdemo/shaders/deferred/probe_pbr.frag