lightFragmentDeclaration.fx 800 B

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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. uniform sampler2D shadowSampler{X};
  16. uniform mat4 lightMatrix{X};
  17. #endif
  18. uniform vec4 shadowsInfo{X};
  19. uniform vec2 depthValues{X};
  20. #endif
  21. #ifdef SPOTLIGHT{X}
  22. uniform vec4 vLightDirection{X};
  23. #endif
  24. #ifdef HEMILIGHT{X}
  25. uniform vec3 vLightGround{X};
  26. #endif
  27. #ifdef PROJECTEDLIGHTTEXTURE{X}
  28. uniform mat4 textureProjectionMatrix{X};
  29. uniform sampler2D projectionLightSampler{X};
  30. #endif
  31. #endif