#include "common/shadows.h" #include "common/stage.h" BEGIN_DRAW_TEXTURES TEXTURE_CUBE(0, skyCube) TEXTURE_2D(1, normalMap) TEXTURE_2D(2, normalMap2) TEXTURE_2D(3, losTex) #if USE_FANCY_EFFECTS TEXTURE_2D(4, waterEffectsTex) #endif #if USE_REFLECTION TEXTURE_2D(5, reflectionMap) #endif #if USE_REFRACTION TEXTURE_2D(6, refractionMap) #if USE_REAL_DEPTH TEXTURE_2D(7, depthTex) #endif #endif #if USE_SHADOW SHADOWS_TEXTURES(8) #endif END_DRAW_TEXTURES BEGIN_DRAW_UNIFORMS UNIFORM(mat4, transform) END_DRAW_UNIFORMS BEGIN_MATERIAL_UNIFORMS UNIFORM(mat4, reflectionMatrix) UNIFORM(mat4, refractionMatrix) #if USE_REFRACTION && USE_REAL_DEPTH UNIFORM(mat4, projInvTransform) UNIFORM(mat4, viewInvTransform) #endif UNIFORM(float, time) UNIFORM(float, repeatScale) UNIFORM(vec2, screenSize) UNIFORM(vec3, cameraPos) UNIFORM(float, waviness) // "Wildness" of the reflections and refractions; choose based on texture UNIFORM(vec3, color) // color of the water UNIFORM(vec3, tint) // Tint for refraction (used to simulate particles in water) UNIFORM(float, murkiness) // Amount of tint to blend in with the refracted color UNIFORM(float, windAngle) UNIFORM(vec4, waveParams1) // wavyEffect, BaseScale, Flattenism, Basebump UNIFORM(vec4, waveParams2) // Smallintensity, Smallbase, Bigmovement, Smallmovement // Environment settings UNIFORM(vec3, ambient) UNIFORM(vec3, sunDir) UNIFORM(vec3, sunColor) UNIFORM(mat4, skyBoxRot) UNIFORM(vec3, fogColor) UNIFORM(vec2, fogParams) UNIFORM(vec2, losTransform) #if USE_SHADOW SHADOWS_UNIFORMS #endif END_MATERIAL_UNIFORMS VERTEX_OUTPUT(0, vec3, worldPos); VERTEX_OUTPUT(1, float, waterDepth); VERTEX_OUTPUT(2, vec2, waterInfo); VERTEX_OUTPUT(3, float, fwaviness); VERTEX_OUTPUT(4, float, moddedTime); VERTEX_OUTPUT(5, vec2, windCosSin); VERTEX_OUTPUT(6, vec3, v_eyeVec); VERTEX_OUTPUT(7, vec4, normalCoords); VERTEX_OUTPUT(8, vec2, v_los); #if USE_REFLECTION VERTEX_OUTPUT(9, vec3, reflectionCoords); #endif #if USE_REFRACTION VERTEX_OUTPUT(10, vec3, refractionCoords); #endif #if USE_SHADOW SHADOWS_VERTEX_OUTPUTS(11) #endif