module
CrShader::Language::Builtins::Spatial
Overview
Built-in variables available in 3D Spatial shaders (shader_type :spatial).
Defined in:
crshader/language/builtins.crConstant Summary
-
ALBEDO =
Types::Vec3.new -
Diffuse albedo surface color in range [0.0, 1.0].
-
ALPHA =
1.0_f32 -
Opacity / transparency channel in range [0.0, 1.0].
-
ALPHA_HASH_SCALE =
1.0_f32 -
Alpha hash scale factor for hashed alpha testing.
-
ALPHA_SCISSOR_THRESHOLD =
0.5_f32 -
Alpha scissor threshold value for alpha-tested materials.
-
ANISOTROPY =
0.0_f32 -
Anisotropic highlight direction and flow factor.
-
ANISOTROPY_FLOW =
Types::Vec2.new -
Anisotropic tangent flow vector.
-
AO =
1.0_f32 -
Ambient occlusion darkening factor [0.0, 1.0].
-
ATTENUATION =
1.0_f32 -
Attenuation factor for the light source (light processor only).
-
BACKLIGHT =
Types::Vec3.new -
Backlight illumination factor.
-
BINORMAL =
Types::Vec3.new -
Binormal (bitangent) vector perpendicular to normal and tangent.
-
CLEARCOAT =
0.0_f32 -
Secondary clearcoat specular reflection lobe intensity.
-
CLEARCOAT_ROUGHNESS =
0.0_f32 -
Roughness of secondary clearcoat layer.
-
DIFFUSE_LIGHT =
Types::Vec3.new -
Diffuse light output accumulator (light processor only).
-
EMISSION =
Types::Vec3.new -
Emissive light color emitted by surface, added to scene radiance.
-
FRAGCOORD =
Types::Vec4.new -
Window-relative fragment coordinates:
(x, y, z=depth, w=1/w). -
FRONT_FACING =
true -
True if the current primitive is facing towards the camera.
-
INV_PROJECTION_MATRIX =
Types::Mat4.new(Types::Vec4.new, Types::Vec4.new, Types::Vec4.new, Types::Vec4.new) -
Inverse camera projection matrix: transforms from clip space back to view space.
-
INV_VIEW_MATRIX =
Types::Mat4.new(Types::Vec4.new, Types::Vec4.new, Types::Vec4.new, Types::Vec4.new) -
Inverse camera view matrix: transforms from camera space back to world space.
-
LIGHT =
Types::Vec3.new -
Incident light direction vector (light processor only).
-
LIGHT_COLOR =
Types::Vec3.new -
Radiance color of the light source (light processor only).
-
METALLIC =
0.0_f32 -
Metallic dielectric/conductor blend factor [0.0, 1.0]. 0 = dielectric, 1 = metal.
-
MODEL_MATRIX =
Types::Mat4.new(Types::Vec4.new, Types::Vec4.new, Types::Vec4.new, Types::Vec4.new) -
Model to world coordinate transformation matrix.
-
MODELVIEW_MATRIX =
Types::Mat4.new(Types::Vec4.new, Types::Vec4.new, Types::Vec4.new, Types::Vec4.new) -
Combined modelview matrix:
VIEW_MATRIX * MODEL_MATRIX. -
NORMAL =
Types::Vec3.new -
Normal vector perpendicular to surface in model/view space.
-
NORMAL_MAP =
Types::Vec3.new -
Normal map vector unpacked from tangent space texture.
-
NORMAL_MAP_DEPTH =
1.0_f32 -
Depth scale multiplier for normal map perturbation.
-
PROJECTION_MATRIX =
Types::Mat4.new(Types::Vec4.new, Types::Vec4.new, Types::Vec4.new, Types::Vec4.new) -
Camera view space to clip space projection matrix.
-
RIM =
0.0_f32 -
Rim lighting intensity factor.
-
RIM_TINT =
0.5_f32 -
Tint color blend for rim lighting.
-
ROUGHNESS =
1.0_f32 -
Surface roughness microfacet factor [0.0, 1.0]. 0 = mirror smooth, 1 = rough diffuse.
-
SCREEN_UV =
Types::Vec2.new -
Screen-space UV coordinate in range [0.0, 1.0].
-
SPECULAR =
0.5_f32 -
Specular reflectivity coefficient for dielectrics (default: 0.5 = 4% reflectivity).
-
SPECULAR_LIGHT =
Types::Vec3.new -
Specular light output accumulator (light processor only).
-
SSS_STRENGTH =
0.0_f32 -
Subsurface scattering strength coefficient.
-
TANGENT =
Types::Vec3.new -
Tangent vector orthogonal to normal in model/view space.
-
TIME =
0.0_f32 -
Global game elapsed time in seconds.
-
TRANSMISSION =
Types::Vec3.new -
Translucent light transmission through thin backfaces.
-
UV =
Types::Vec2.new -
Primary texture coordinates [0.0, 1.0].
-
UV2 =
Types::Vec2.new -
Secondary texture coordinates for lightmapping or detail textures.
-
VERTEX =
Types::Vec3.new -
Vertex position in model/view space (vertex stage: read-write; fragment stage: read-only view position).
-
VIEW =
Types::Vec3.new(0.0_f32, 0.0_f32, -1.0_f32) -
Normalized camera view direction in camera space.
-
VIEW_MATRIX =
Types::Mat4.new(Types::Vec4.new, Types::Vec4.new, Types::Vec4.new, Types::Vec4.new) -
World to camera view space transformation matrix.