WebApr 9, 2024 · precision highp float; uniform sampler2D u_texture; varying vec2 texcoordOut; uniform float brightness; void main { vec4 srcColor = texture2D (u_texture, texcoordOut); … WebSep 14, 2024 · The explanation. I am trying to recreate viewspace positions from only a stored depth value, and then calculate the light in viewspace. In the first pass I store the Normals and the normalized depth in viewspace.
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How does BasicEffect work in the background? - MonoGame
WebJun 29, 2016 · uniform highp vec4 _ZBufferParams; uniform highp mat4 unity_CameraToWorld; uniform highp mat4 _PreviousVP; uniform highp sampler2D _CameraDepthTexture; varying highp vec2 xlv_TEXCOORD0; varying highp vec3 xlv_TEXCOORD1; void main {highp vec4 tmpvar_1; tmpvar_1 = texture2D … Webhighp vec4 transformedNormal = uNormalMatrix * vec4 (aVertexNormal, 1.0); highp float directional = max (dot (transformedNormal.xyz, directionalVector), 0.0); vLighting = ambientLight + (directionalLightColor * directional); } body .original h2 Original video#video (controls autoplay muted loop) WebMar 1, 2016 · Here goes the correct one: glm::vec2 testVec (6,-4); float len = glm::length (testVec); The member function of the same name returns the number of components instead (i.e. vec2::length will always yield 2, vec3::length will always yield 3, etc.). Share Improve this answer Follow edited Mar 1, 2016 at 12:20 Martin Ender 2,710 4 22 45 soft yellow walls