2014-05-12 20:24:26 +00:00
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// This file contains common data definitions for both vertex and fragment shader
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uniform vec4 uCameraPos;
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2014-07-17 00:37:18 +00:00
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uniform int uTextureMode;
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2014-07-13 11:25:42 +00:00
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uniform float uClipHeightTop, uClipHeightBottom;
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2014-05-12 20:24:26 +00:00
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2014-07-17 00:37:18 +00:00
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#ifdef CORE_PROFILE
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2014-07-14 19:14:43 +00:00
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uniform float uAlphaThreshold;
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2014-07-17 00:37:18 +00:00
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#endif
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2014-05-12 20:24:26 +00:00
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// colors
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uniform vec4 uObjectColor;
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uniform vec4 uDynLightColor;
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uniform vec4 uFogColor;
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uniform float uDesaturationFactor;
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2014-06-29 09:00:21 +00:00
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uniform float uInterpolationFactor;
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2014-05-12 20:24:26 +00:00
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// Fixed colormap stuff
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uniform int uFixedColormap; // 0, when no fixed colormap, 1 for a light value, 2 for a color blend, 3 for a fog layer
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uniform vec4 uFixedColormapStart;
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uniform vec4 uFixedColormapRange;
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// Glowing walls stuff
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uniform vec4 uGlowTopPlane;
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uniform vec4 uGlowTopColor;
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uniform vec4 uGlowBottomPlane;
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uniform vec4 uGlowBottomColor;
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// Lighting + Fog
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uniform vec4 uLightAttr;
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#define uLightLevel uLightAttr.a
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#define uFogDensity uLightAttr.b
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#define uLightFactor uLightAttr.g
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#define uLightDist uLightAttr.r
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uniform int uFogEnabled;
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// dynamic lights
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uniform ivec4 uLightRange;
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2014-07-14 19:14:43 +00:00
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// matrices
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2014-07-13 21:13:40 +00:00
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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2014-07-13 18:41:20 +00:00
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uniform mat4 ModelMatrix;
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uniform mat4 TextureMatrix;
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2014-05-12 20:24:26 +00:00
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