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- #ifdef LIGHT{X}
- uniform Light{X}
- {
- vec4 vLightData;
- vec4 vLightDiffuse;
- vec3 vLightSpecular;
- #ifdef SPOTLIGHT{X}
- vec4 vLightDirection;
- vec4 vLightFalloff;
- #elif defined(POINTLIGHT{X})
- vec4 vLightFalloff;
- #elif defined(HEMILIGHT{X})
- vec3 vLightGround;
- #endif
- vec4 shadowsInfo;
- vec2 depthValues;
- } light{X};
- #ifdef PROJECTEDLIGHTTEXTURE{X}
- uniform mat4 textureProjectionMatrix{X};
- uniform sampler2D projectionLightSampler{X};
- #endif
- #ifdef SHADOW{X}
- #if defined(SHADOWCUBE{X})
- uniform samplerCube shadowSampler{X};
- #else
- varying vec4 vPositionFromLight{X};
- varying float vDepthMetric{X};
- #if defined(SHADOWPCSS{X})
- uniform highp sampler2DShadow shadowSampler{X};
- uniform highp sampler2D depthSampler{X};
- #elif defined(SHADOWPCF{X})
- uniform highp sampler2DShadow shadowSampler{X};
- #else
- uniform sampler2D shadowSampler{X};
- #endif
- uniform mat4 lightMatrix{X};
- #endif
- #endif
- #endif
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