#ifdef COMPILEVS uniform vec3 cAmbientStartColor; uniform vec3 cAmbientEndColor; uniform mat3 cBillboardRot; uniform vec3 cCameraPos; uniform mat3 cCameraRot; uniform float cNearClip; uniform float cFarClip; uniform vec4 cDepthMode; uniform vec3 cFrustumSize; uniform float cDeltaTime; uniform float cElapsedTime; uniform vec4 cGBufferOffsets; uniform vec3 cLightDir; uniform vec4 cLightPos; uniform mat4 cModel; uniform mat4 cViewProj; uniform vec4 cUOffset; uniform vec4 cVOffset; uniform mat4 cZone; #ifndef GL_ES uniform mat4 cLightMatrices[4]; #else uniform mat4 cLightMatrices[2]; #endif #ifdef SKINNED #ifdef RASPI uniform vec4 cSkinMatrices[32*3]; #else uniform vec4 cSkinMatrices[64*3]; #endif #endif #ifdef NUMVERTEXLIGHTS uniform vec4 cVertexLights[4*3]; #endif #endif #ifdef COMPILEPS #ifdef GL_ES precision mediump float; #endif uniform vec3 cAmbientColor; uniform vec3 cCameraPosPS; uniform float cDeltaTimePS; uniform float cElapsedTimePS; uniform vec4 cFogParams; uniform vec3 cFogColor; uniform vec2 cGBufferInvSize; uniform vec4 cLightColor; uniform vec3 cLightDirPS; uniform vec4 cLightPosPS; uniform vec4 cMatDiffColor; uniform vec3 cMatEmissiveColor; uniform vec3 cMatEnvMapColor; uniform vec4 cMatSpecColor; uniform float cNearClipPS; uniform float cFarClipPS; uniform vec4 cShadowCubeAdjust; uniform vec4 cShadowDepthFade; uniform vec2 cShadowIntensity; uniform vec2 cShadowMapInvSize; uniform vec4 cShadowSplits; uniform mat4 cLightMatricesPS[4]; #endif