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 BUMP uniform vec3 vBumpInfos; uniform vec2 vTangentSpaceParams; #endif #if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) uniform mat4 view; #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 #if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC) uniform vec3 vReflectionPosition; uniform vec3 vReflectionSize; #endif #endif #ifdef REFLECTIONFRESNEL uniform vec4 reflectionLeftColor; uniform vec4 reflectionRightColor; #endif #endif