#include <gbuf.h>

Public Attributes |
|
| float | z |
| The floating point depth value at the center
of the fragment that is foremost in the sorted list of a-buffer
fragments. |
|
| UBYTE | mtl_id |
| The ID assigned to the material via the
Material Editor.
|
|
| UWORD | node_id |
| This is the ID assigned to node via the
Object
Properties / G-buffer ID spinner. |
|
| Point2 | uv |
| UV coordinates, stored as a Point2. |
|
| DWORD | normal |
| Normal vector in view space, compressed.
|
|
| RealPixel | realpix |
| Non clamped colors in "RealPixel" format.
|
|
| UBYTE | coverage |
| Pixel coverage of the front surface.
|
|
| UWORD | rend_id |
| The renderer will set this ID for all
rendered nodes, and will set all non-rendered nodes to 0xffff.
|
|
| Color24 | color |
| This is color returned by the material
shader for the fragment. |
|
| Color24 | transp |
| This is transparency returned by the
material shader for the fragment. |
|
| Color24 | weight |
| This is the sub-pixel weight of a fragment.
|
|
| Point2 | veloc |
| This gives the velocity vector of the
fragment relative to the screen, in screen coordinates. |
|
| UWORD | mask |
| float z |
The floating point depth value at the center of the fragment that is foremost in the sorted list of a-buffer fragments.
UV coordinates, stored as a Point2.
| DWORD normal |
Normal vector in view space, compressed.
Non clamped colors in "RealPixel" format.
| UBYTE coverage |
Pixel coverage of the front surface.
| UWORD rend_id |
The renderer will set this ID for all rendered nodes, and will set all non-rendered nodes to 0xffff.
This is color returned by the material shader for the fragment.
This is transparency returned by the material shader for the fragment.
This is the sub-pixel weight of a fragment.
This gives the velocity vector of the fragment relative to the screen, in screen coordinates.