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Benjamin Guignabert vor 8 Jahren
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d196fb5763

+ 76 - 0
src/Shaders/ShadersInclude/defaultFragmentDeclaration.fx

@@ -0,0 +1,76 @@
+uniform vec4 vDiffuseColor;
+#ifdef SPECULARTERM
+uniform vec4 vSpecularColor;
+#endif
+uniform vec3 vEmissiveColor;
+
+// Samplers
+#ifdef DIFFUSE
+uniform vec2 vDiffuseInfos;
+#endif
+
+#ifdef AMBIENT
+uniform vec2 vAmbientInfos;
+#endif
+
+#ifdef OPACITY	
+uniform vec2 vOpacityInfos;
+#endif
+
+#ifdef EMISSIVE
+uniform vec2 vEmissiveInfos;
+#endif
+
+#ifdef LIGHTMAP
+uniform vec2 vLightmapInfos;
+#endif
+
+#ifdef REFRACTION
+uniform vec4 vRefractionInfos;
+
+#ifndef REFRACTIONMAP_3D
+uniform mat4 refractionMatrix;
+#endif
+
+#ifdef REFRACTIONFRESNEL
+uniform vec4 refractionLeftColor;
+uniform vec4 refractionRightColor;
+#endif
+#endif
+
+#if defined(SPECULAR) && defined(SPECULARTERM)
+uniform vec2 vSpecularInfos;
+#endif
+
+#ifdef DIFFUSEFRESNEL
+uniform vec4 diffuseLeftColor;
+uniform vec4 diffuseRightColor;
+#endif
+
+#ifdef OPACITYFRESNEL
+uniform vec4 opacityParts;
+#endif
+
+#ifdef EMISSIVEFRESNEL
+uniform vec4 emissiveLeftColor;
+uniform vec4 emissiveRightColor;
+#endif
+
+// Reflection
+#ifdef REFLECTION
+uniform vec2 vReflectionInfos;
+
+#ifdef REFLECTIONMAP_SKYBOX
+#else
+
+#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)
+uniform mat4 reflectionMatrix;
+#endif
+#endif
+
+#ifdef REFLECTIONFRESNEL
+uniform vec4 reflectionLeftColor;
+uniform vec4 reflectionRightColor;
+#endif
+
+#endif

+ 40 - 0
src/Shaders/ShadersInclude/defaultUboDeclaration.fx

@@ -0,0 +1,40 @@
+layout(std140, column_major) uniform;
+
+uniform Material
+{
+	vec4 diffuseLeftColor;
+	vec4 diffuseRightColor;
+	vec4 opacityParts;
+	vec4 reflectionLeftColor;
+	vec4 reflectionRightColor;
+	vec4 refractionLeftColor;
+	vec4 refractionRightColor;
+	vec4 emissiveLeftColor; 
+	vec4 emissiveRightColor;
+	vec2 vDiffuseInfos;
+	vec2 vAmbientInfos;
+	vec2 vOpacityInfos;
+	vec2 vReflectionInfos;
+	vec2 vEmissiveInfos;
+	vec2 vLightmapInfos;
+	vec2 vSpecularInfos;
+	vec3 vBumpInfos;
+	mat4 diffuseMatrix;
+	mat4 ambientMatrix;
+	mat4 opacityMatrix;
+	mat4 reflectionMatrix;
+	mat4 emissiveMatrix;
+	mat4 lightmapMatrix;
+	mat4 specularMatrix;
+	mat4 bumpMatrix; 
+	mat4 refractionMatrix;
+	vec4 vRefractionInfos;
+	vec4 vSpecularColor;
+	vec3 vEmissiveColor;
+	vec4 vDiffuseColor;
+	float pointSize; 
+};
+
+uniform Scene {
+	mat4 viewProjection;
+};

+ 51 - 0
src/Shaders/ShadersInclude/defaultVertexDeclaration.fx

@@ -0,0 +1,51 @@
+// Uniforms
+uniform mat4 viewProjection;
+
+#ifdef DIFFUSE
+uniform mat4 diffuseMatrix;
+uniform vec2 vDiffuseInfos;
+#endif
+
+#ifdef AMBIENT
+uniform mat4 ambientMatrix;
+uniform vec2 vAmbientInfos;
+#endif
+
+#ifdef OPACITY
+uniform mat4 opacityMatrix;
+uniform vec2 vOpacityInfos;
+#endif
+
+#ifdef EMISSIVE
+uniform vec2 vEmissiveInfos;
+uniform mat4 emissiveMatrix;
+#endif
+
+#ifdef LIGHTMAP
+uniform vec2 vLightmapInfos;
+uniform mat4 lightmapMatrix;
+#endif
+
+#if defined(SPECULAR) && defined(SPECULARTERM)
+uniform vec2 vSpecularInfos;
+uniform mat4 specularMatrix;
+#endif
+
+#ifdef BUMP
+uniform vec3 vBumpInfos;
+uniform mat4 bumpMatrix;
+#endif
+
+// Output
+varying vec3 vPositionW;
+#ifdef NORMAL
+varying vec3 vNormalW;
+#endif
+
+#ifdef VERTEXCOLOR
+varying vec4 vColor;
+#endif
+
+#ifdef POINTSIZE
+	uniform float pointSize;
+#endif

+ 25 - 0
src/Shaders/ShadersInclude/lightUboDeclaration.fx

@@ -0,0 +1,25 @@
+#ifdef LIGHT{X}
+	uniform Light{X}
+	{
+		vec4 vLightData;
+		vec4 vLightDiffuse;
+		vec3 vLightSpecular;
+		#ifdef SPOTLIGHT{X}
+			vec4 vLightDirection;
+		#endif
+		#ifdef HEMILIGHT{X}
+			vec3 vLightGround;
+		#endif
+		vec3 shadowsInfo;
+	} light{X};
+
+#ifdef SHADOW{X}
+	#if defined(SPOTLIGHT{X}) || defined(DIRLIGHT{X})
+		varying vec4 vPositionFromLight{X};
+		uniform sampler2D shadowSampler{X};
+	#else
+		uniform samplerCube shadowSampler{X};
+	#endif
+#endif
+
+#endif