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43 lines
1.2 KiB
OpenEdge ABL
43 lines
1.2 KiB
OpenEdge ABL
// This file contains common data definitions for both vertex and fragment shader
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uniform vec4 uCameraPos;
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uniform float uClipHeightTop, uClipHeightBottom;
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uniform int uTextureMode;
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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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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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// 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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// redefine the matrix names to what they actually represent.
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#define ModelMatrix gl_TextureMatrix[7]
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#define ViewMatrix gl_ModelViewMatrix
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#define ProjectionMatrix gl_ProjectionMatrix
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#define TextureMatrix gl_TextureMatrix[0]
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