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void | main () |
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| layout (lines) in |
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| layout (triangle_strip, max_vertices=5) out |
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float | projectedDistance (vec2 p0, vec2 p1, vec2 p) |
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void | emit (in vec4 pos, in vec2 texCoord, in vec4 color, in float screenToWorldFactor) |
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vec2 | convertNDCToScreen (vec2 v) |
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vec4 | convertScreenToNDC (vec2 v, float z) |
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void | homogeneousClip (inout vec4 p1, inout vec4 p2, int axis, float sign, inout bool p1Clipped, inout bool p2Clipped) |
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void | main (void) |
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void | main () |
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uniform vec2 | screenDim = vec2(512, 512) |
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uniform float | antialiasing = 0.5 |
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uniform float | lineWidth = 2.0 |
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uniform CameraParameters | camera |
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uniform StipplingParameters | stippling = StipplingParameters(30.0, 10.0, 0.0, 4.0) |
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in float | segmentLength_ |
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in float | distanceWorld_ |
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in vec2 | texCoord_ |
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in vec4 | color_ |
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flat in vec4 | pickColor_ |
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uniform float | miterLimit = 0.8 |
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uniform bool | roundCaps = false |
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in vec4 | vertexColor_ [] |
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in vec4 | worldPosition_ [] |
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flat in uint | pickID_ [] |
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out float | segmentLength_ |
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out float | distanceWorld_ |
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out vec2 | texCoord_ |
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out vec4 | color_ |
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flat out vec4 | pickColor_ |
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uniform GeometryParameters | geometry |
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uniform bool | pickingEnabled = false |
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out vec4 | worldPosition_ |
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out vec4 | vertexColor_ |
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flat out uint | pickID_ |
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◆ camera
Initial value:= CameraParameters( mat4(1), mat4(1), mat4(1), mat4(1),
mat4(1), mat4(1), vec3(0), 0, 1)
◆ geometry
◆ screenDim
uniform vec2 glsl::Linerenderer::screenDim = vec2(512, 512) |
The documentation for this class was generated from the following files:
- linerenderer.frag
- linerenderer.geom
- linerenderer.vert