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- #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 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
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