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# Conflicts: # src/gl/renderer/gl_renderstate.cpp
64 lines
1.6 KiB
OpenEdge ABL
64 lines
1.6 KiB
OpenEdge ABL
// This file contains common data definitions for both vertex and fragment shader
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// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
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precision highp int;
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precision highp float;
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uniform vec4 uCameraPos;
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uniform int uTextureMode;
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uniform float uClipHeight, uClipHeightDirection;
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uniform vec2 uClipSplit;
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uniform vec4 uClipLine;
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uniform float uAlphaThreshold;
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// colors
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uniform vec4 uObjectColor;
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uniform vec4 uObjectColor2;
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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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uniform float uInterpolationFactor;
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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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uniform vec4 uSplitTopPlane;
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uniform vec4 uSplitBottomPlane;
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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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uniform int uPalLightLevels;
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// dynamic lights
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uniform int uLightIndex;
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// quad drawer stuff
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#ifdef USE_QUAD_DRAWER
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uniform mat4 uQuadVertices;
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uniform mat4 uQuadTexCoords;
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uniform int uQuadMode;
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#endif
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// matrices
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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uniform mat4 ModelMatrix;
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uniform mat4 NormalViewMatrix;
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uniform mat4 NormalModelMatrix;
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uniform mat4 TextureMatrix;
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