//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "shaderGen/shaderGenVars.h" const String ShaderGenVars::modelview("$modelview"); const String ShaderGenVars::worldViewOnly("$worldViewOnly"); const String ShaderGenVars::worldToCamera("$worldToCamera"); const String ShaderGenVars::worldToObj("$worldToObj"); const String ShaderGenVars::viewToObj("$viewToObj"); const String ShaderGenVars::cubeTrans("$cubeTrans"); const String ShaderGenVars::objTrans("$objTrans"); const String ShaderGenVars::cubeEyePos("$cubeEyePos"); const String ShaderGenVars::eyePos("$eyePos"); const String ShaderGenVars::eyePosWorld("$eyePosWorld"); const String ShaderGenVars::vEye("$vEye"); const String ShaderGenVars::eyeMat("$eyeMat"); const String ShaderGenVars::oneOverFarplane("$oneOverFarplane"); const String ShaderGenVars::nearPlaneWorld("$nearPlaneWorld"); const String ShaderGenVars::fogData("$fogData"); const String ShaderGenVars::fogColor("$fogColor"); const String ShaderGenVars::detailScale("$detailScale"); const String ShaderGenVars::visibility("$visibility"); const String ShaderGenVars::colorMultiply("$colorMultiply"); const String ShaderGenVars::alphaTestValue("$alphaTestValue"); const String ShaderGenVars::texMat("$texMat"); const String ShaderGenVars::accumTime("$accumTime"); const String ShaderGenVars::minnaertConstant("$minnaertConstant"); const String ShaderGenVars::subSurfaceParams("$subSurfaceParams"); const String ShaderGenVars::diffuseAtlasParams("$diffuseAtlasParams"); const String ShaderGenVars::diffuseAtlasTileParams("$diffuseAtlasTileParams"); const String ShaderGenVars::bumpAtlasParams("$bumpAtlasParams"); const String ShaderGenVars::bumpAtlasTileParams("$bumpAtlasTileParams"); const String ShaderGenVars::targetSize("$targetSize"); const String ShaderGenVars::oneOverTargetSize("$oneOverTargetSize"); const String ShaderGenVars::lightPosition("$inLightPos"); const String ShaderGenVars::lightDiffuse("$inLightColor"); const String ShaderGenVars::lightAmbient("$ambient"); const String ShaderGenVars::lightInvRadiusSq("$inLightInvRadiusSq"); const String ShaderGenVars::lightSpotDir("$inLightSpotDir"); const String ShaderGenVars::lightSpotAngle("$inLightSpotAngle"); const String ShaderGenVars::lightSpotFalloff("$inLightSpotFalloff"); const String ShaderGenVars::specularColor("$specularColor"); const String ShaderGenVars::specularPower("$specularPower"); const String ShaderGenVars::specularStrength("$specularStrength"); // These are ignored by the D3D layers. const String ShaderGenVars::fogMap("$fogMap"); const String ShaderGenVars::dlightMap("$dlightMap"); const String ShaderGenVars::dlightMask("$dlightMask"); const String ShaderGenVars::dlightMapSec("$dlightMapSec"); const String ShaderGenVars::blackfogMap("$blackfogMap"); const String ShaderGenVars::bumpMap("$bumpMap"); const String ShaderGenVars::lightMap("$lightMap"); const String ShaderGenVars::lightNormMap("$lightNormMap"); const String ShaderGenVars::cubeMap("$cubeMap"); const String ShaderGenVars::dLightMap("$dlightMap"); const String ShaderGenVars::dLightMapSec("$dlightMapSec"); const String ShaderGenVars::dLightMask("$dlightMask"); const String ShaderGenVars::toneMap("$toneMap"); // Deferred shading const String ShaderGenVars::matInfoFlags("$matInfoFlags");