#ifdef COMPILEVS // Vertex shader uniforms uniform float3 cAmbientStartColor; uniform float3 cAmbientEndColor; uniform float3x3 cBillboardRot; uniform float3 cCameraPos; uniform float3x3 cCameraRot; uniform float cNearClip; uniform float cFarClip; uniform float4 cDepthMode; uniform float cDeltaTime; uniform float cElapsedTime; uniform float3 cFrustumSize; uniform float4 cGBufferOffsets; uniform float3 cLightDir; uniform float4 cLightPos; uniform float4x3 cModel; uniform float4x4 cViewProj; uniform float4 cUOffset; uniform float4 cVOffset; uniform float4x3 cZone; uniform float4x4 cLightMatrices[4]; #ifdef SKINNED uniform float4x3 cSkinMatrices[64]; #endif #ifdef NUMVERTEXLIGHTS uniform float4 cVertexLights[4*3]; #endif #endif #ifdef COMPILEPS // Pixel shader uniforms uniform float3 cAmbientColor; uniform float3 cCameraPosPS; uniform float cDeltaTimePS; uniform float cElapsedTimePS; uniform float4 cFogParams; uniform float3 cFogColor; uniform float2 cGBufferInvSize; uniform float4 cLightColor; uniform float4 cLightPosPS; uniform float3 cLightDirPS; uniform float4 cMatDiffColor; uniform float3 cMatEmissiveColor; uniform float3 cMatEnvMapColor; uniform float4 cMatSpecColor; uniform float cNearClipPS; uniform float cFarClipPS; uniform float4 cShadowCubeAdjust; uniform float4 cShadowDepthFade; uniform float2 cShadowIntensity; uniform float2 cShadowMapInvSize; uniform float4 cShadowSplits; #ifdef SM3 uniform float4x4 cLightMatricesPS[4]; #else uniform float4x4 cLightMatricesPS[3]; #endif #endif