| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120 | //-----------------------------------------------------------------------------// 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("$worldToCamera");const String ShaderGenVars::cameraToWorld("$cameraToWorld");const String ShaderGenVars::worldToObj("$worldToObj");const String ShaderGenVars::viewToObj("$viewToObj");const String ShaderGenVars::invCameraTrans("$invCameraTrans");const String ShaderGenVars::cameraToScreen("$cameraToScreen");const String ShaderGenVars::screenToCamera("$screenToCamera");const String ShaderGenVars::cubeTrans("$cubeTrans");const String ShaderGenVars::cubeMips("$cubeMips");const String ShaderGenVars::objTrans("$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("$accumTime");const String ShaderGenVars::dampness("$dampness");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("$ambient");const String ShaderGenVars::lightConfigData("$inLightConfigData");const String ShaderGenVars::lightSpotDir("$inLightSpotDir");const String ShaderGenVars::lightSpotParams("$inlightSpotParams");const String ShaderGenVars::hasVectorLight("$hasVectorLight");const String ShaderGenVars::vectorLightDirection("$vectorLightDirection");const String ShaderGenVars::vectorLightColor("$vectorLightColor");const String ShaderGenVars::vectorLightBrightness("$vectorLightBrightness");const String ShaderGenVars::isCapturing("$isCapturing");const String ShaderGenVars::ormConfig("$ORMConfig");const String ShaderGenVars::roughness("$roughness");const String ShaderGenVars::metalness("$metalness");const String ShaderGenVars::glowMul("$glowMul");//Reflection Probes - Forward lit. not to be confused with the deferred handwritten vars//change to parity once we've got the same arrays used for both routesconst String ShaderGenVars::probePositionArray("$inProbePosArray");const String ShaderGenVars::probeRefPosArray("$inRefPosArray");const String ShaderGenVars::refScaleArray("$inRefScaleArray");const String ShaderGenVars::worldToObjArray("$inWorldToObjArray");const String ShaderGenVars::probeConfigDataArray("$inProbeConfigDataArray");const String ShaderGenVars::specularCubemapAR("$SpecularCubemapAR");const String ShaderGenVars::irradianceCubemapAR("$IrradianceCubemapAR");const String ShaderGenVars::probeCount("$inNumProbes");const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");const String ShaderGenVars::WetnessTextureMap("$WetnessTexture");const String ShaderGenVars::maxProbeDrawDistance("$maxProbeDrawDistance");//Skylightconst String ShaderGenVars::skylightCubemapIdx("$inSkylightCubemapIdx");const String ShaderGenVars::skylightDamp("$SkylightDamp");// 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("$toneMap");// Deferred shadingconst String ShaderGenVars::matInfoFlags("$matInfoFlags");
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