$darkmode
Functions | |
| layout (location=0) out vec4 FragColor | |
| header billboard_ubo glsl | layout (binding=15) uniform sampler2D irradianceMap |
| bool | intersectSphere (vec3 ro, vec3 rd, vec3 center, float radius, out float t, out vec3 normal, out float discriminant, out bool isInside) |
| void | main () |
Variables | |
| header pbr_functions | glsl |
| bool intersectSphere | ( | vec3 | ro, |
| vec3 | rd, | ||
| vec3 | center, | ||
| float | radius, | ||
| out float | t, | ||
| out vec3 | normal, | ||
| out float | discriminant, | ||
| out bool | isInside | ||
| ) |
| header billboard_ubo glsl layout | ( | binding | = 15 | ) |
| layout | ( | location | = 0 | ) |
| void main | ( | ) |
| header pbr_functions glsl |