57d9e83ed4
Todo: shadow, non-instanced shaders, culling, changeable offset...
74 lines
1.3 KiB
Plaintext
74 lines
1.3 KiB
Plaintext
#ifndef HEADER_TXT
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#define HEADER_TXT
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#ifdef UBO_DISABLED
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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uniform mat4 ProjectionViewMatrix;
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uniform vec2 screen;
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uniform vec3 sun_direction;
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uniform vec3 sun_col;
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uniform float sun_angle;
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uniform float blueLmn[9];
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uniform float greenLmn[9];
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uniform float redLmn[9];
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#else
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ProjectionViewMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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// Expand because of catalyst (14.12) not correctly associating array in UBO
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layout (std140) uniform LightingData
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{
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vec3 sun_direction;
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vec3 sun_col;
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float sun_angle;
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float bL00;
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float bL1m1;
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float bL10;
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float bL11;
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float bL2m2;
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float bL2m1;
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float bL20;
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float bL21;
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float bL22;
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float gL00;
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float gL1m1;
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float gL10;
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float gL11;
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float gL2m2;
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float gL2m1;
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float gL20;
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float gL21;
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float gL22;
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float rL00;
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float rL1m1;
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float rL10;
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float rL11;
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float rL2m2;
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float rL2m1;
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float rL20;
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float rL21;
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float rL22;
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};
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layout (std140) uniform SkinningData
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{
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mat4 joint_matrices[1000];
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};
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#endif
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#endif // HEADER_TXT
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