layout(std140, column_major) uniform; uniform Material { uniform vec2 vAlbedoInfos; uniform vec4 vAmbientInfos; uniform vec2 vOpacityInfos; uniform vec2 vEmissiveInfos; uniform vec2 vLightmapInfos; uniform vec3 vReflectivityInfos; uniform vec2 vMicroSurfaceSamplerInfos; uniform vec4 vRefractionInfos; uniform vec2 vReflectionInfos; uniform vec3 vReflectionPosition; uniform vec3 vReflectionSize; uniform vec3 vBumpInfos; uniform mat4 albedoMatrix; uniform mat4 ambientMatrix; uniform mat4 opacityMatrix; uniform mat4 emissiveMatrix; uniform mat4 lightmapMatrix; uniform mat4 reflectivityMatrix; uniform mat4 microSurfaceSamplerMatrix; uniform mat4 bumpMatrix; uniform vec2 vTangentSpaceParams; uniform mat4 refractionMatrix; uniform mat4 reflectionMatrix; uniform vec3 vReflectionColor; uniform vec4 vAlbedoColor; uniform vec4 vLightingIntensity; uniform vec3 vRefractionMicrosurfaceInfos; uniform vec3 vReflectionMicrosurfaceInfos; uniform vec4 vReflectivityColor; uniform vec3 vEmissiveColor; uniform float pointSize; uniform vec2 vClearCoatParams; uniform vec4 vClearCoatRefractionParams; uniform vec2 vClearCoatInfos; uniform mat4 clearCoatMatrix; uniform vec2 vClearCoatBumpInfos; uniform vec2 vClearCoatTangentSpaceParams; uniform mat4 clearCoatBumpMatrix; uniform vec4 vClearCoatTintParams; uniform float clearCoatColorAtDistance; uniform vec2 vClearCoatTintInfos; uniform mat4 clearCoatTintMatrix; uniform vec3 vAnisotropy; uniform vec2 vAnisotropyInfos; uniform mat4 anisotropyMatrix; uniform vec4 vSheenColor; uniform vec2 vSheenInfos; uniform mat4 sheenMatrix; }; uniform Scene { mat4 viewProjection; mat4 view; };