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; vec4 vNormalReorderParams; mat4 refractionMatrix; vec4 vRefractionInfos; vec4 vSpecularColor; vec3 vEmissiveColor; vec4 vDiffuseColor; float pointSize; }; uniform Scene { mat4 viewProjection; mat4 view; };