lightFragmentDeclaration.fx 1.1 KB

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  1. #ifdef LIGHT{X}
  2. uniform vec4 vLightData{X};
  3. uniform vec4 vLightDiffuse{X};
  4. #ifdef SPECULARTERM
  5. uniform vec3 vLightSpecular{X};
  6. #else
  7. vec3 vLightSpecular{X} = vec3(0.);
  8. #endif
  9. #ifdef SHADOW{X}
  10. #if defined(SHADOWCUBE{X})
  11. uniform samplerCube shadowSampler{X};
  12. #else
  13. varying vec4 vPositionFromLight{X};
  14. varying float vDepthMetric{X};
  15. #if defined(SHADOWPCSS{X})
  16. uniform highp sampler2DShadow shadowSampler{X};
  17. uniform highp sampler2D depthSampler{X};
  18. #elif defined(SHADOWPCF{X})
  19. uniform highp sampler2DShadow shadowSampler{X};
  20. #else
  21. uniform sampler2D shadowSampler{X};
  22. #endif
  23. uniform mat4 lightMatrix{X};
  24. #endif
  25. uniform vec4 shadowsInfo{X};
  26. uniform vec2 depthValues{X};
  27. #endif
  28. #ifdef SPOTLIGHT{X}
  29. uniform vec4 vLightDirection{X};
  30. uniform vec4 vLightFalloff{X};
  31. #elif defined(POINTLIGHT{X})
  32. uniform vec4 vLightFalloff{X};
  33. #elif defined(HEMILIGHT{X})
  34. uniform vec3 vLightGround{X};
  35. #endif
  36. #ifdef PROJECTEDLIGHTTEXTURE{X}
  37. uniform mat4 textureProjectionMatrix{X};
  38. uniform sampler2D projectionLightSampler{X};
  39. #endif
  40. #endif