#include "common/shadows.h" #include "common/stage.h" BEGIN_DRAW_TEXTURES TEXTURE_2D(0, baseTex) TEXTURE_2D(1, blendTex) TEXTURE_2D(2, normTex) TEXTURE_2D(3, specTex) #if !IGNORE_LOS TEXTURE_2D(4, losTex) #endif #if USE_SHADOW SHADOWS_TEXTURES(5) #endif END_DRAW_TEXTURES BEGIN_DRAW_UNIFORMS UNIFORM(vec3, shadingColor) UNIFORM(vec2, textureTransform) #if USE_NORMAL_MAP || USE_SPECULAR_MAP UNIFORM(vec4, effectSettings) #endif END_DRAW_UNIFORMS BEGIN_MATERIAL_UNIFORMS UNIFORM(vec3, ambient) UNIFORM(mat4, transform) UNIFORM(vec3, cameraPos) UNIFORM(vec3, sunDir) UNIFORM(vec3, sunColor) UNIFORM(vec3, fogColor) UNIFORM(vec2, fogParams) UNIFORM(vec2, losTransform) #if USE_SHADOW SHADOWS_UNIFORMS #endif END_MATERIAL_UNIFORMS #if USE_SPECULAR_MAP || USE_NORMAL_MAP || USE_TRIPLANAR VERTEX_OUTPUT(0, vec3, v_normal); #endif VERTEX_OUTPUT(1, vec3, v_lighting); #if BLEND VERTEX_OUTPUT(2, vec2, v_blend); #endif #if USE_TRIPLANAR VERTEX_OUTPUT(3, vec3, v_tex); #else VERTEX_OUTPUT(3, vec2, v_tex); #endif #if USE_NORMAL_MAP VERTEX_OUTPUT(4, vec4, v_tangent); VERTEX_OUTPUT(5, vec3, v_bitangent); #endif #if USE_SPECULAR_MAP VERTEX_OUTPUT(6, vec3, v_half); #endif #if !IGNORE_LOS VERTEX_OUTPUT(7, vec2, v_los); #endif #if USE_SHADOW SHADOWS_VERTEX_OUTPUTS(8) #endif