// This file contains common data definitions for both vertex and fragment shader uniform vec4 uCameraPos; uniform int uTextureMode; // colors uniform vec4 uObjectColor; uniform vec4 uDynLightColor; uniform vec4 uFogColor; uniform float uDesaturationFactor; uniform float uInterpolationFactor; // Fixed colormap stuff uniform int uFixedColormap; // 0, when no fixed colormap, 1 for a light value, 2 for a color blend, 3 for a fog layer uniform vec4 uFixedColormapStart; uniform vec4 uFixedColormapRange; // Glowing walls stuff uniform vec4 uGlowTopPlane; uniform vec4 uGlowTopColor; uniform vec4 uGlowBottomPlane; uniform vec4 uGlowBottomColor; // Lighting + Fog uniform vec4 uLightAttr; #define uLightLevel uLightAttr.a #define uFogDensity uLightAttr.b #define uLightFactor uLightAttr.g #define uLightDist uLightAttr.r uniform int uFogEnabled; // dynamic lights uniform ivec4 uLightRange; // redefine the matrix names to what they actually represent. #define ModelMatrix gl_TextureMatrix[7] #define ViewMatrix gl_ModelViewMatrix #define ProjectionMatrix gl_ProjectionMatrix #define TextureMatrix gl_TextureMatrix[0]