#include <gbuf.h>
Public Attributes |
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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.